The Bug Thread (Read before posting bugs!)

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Razz1
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Post by Razz1 »

Well before you could increase the strength of a unit and get Ammo now I will have to look at the situation again. Idon't know if I should have gotten one supply or not.

But either way... with the current model Stugs are broken. No way you ever want to buy one of those. You can never supply a unit. Attack one, the have one left for defense, then you have to run for the hills so you can supply.
Kerensky
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Post by Kerensky »

Razz1 wrote:Well before you could increase the strength of a unit and get Ammo now I will have to look at the situation again. Idon't know if I should have gotten one supply or not.

But either way... with the current model Stugs are broken. No way you ever want to buy one of those. You can never supply a unit. Attack one, the have one left for defense, then you have to run for the hills so you can supply.
I've been saying the same thing.
viewtopic.php?t=22300
Looking at some of the future units, I dread having to try and use something like a 3 ammo IS 2 or a 2 ammo Wurfrahmen. I can't imagine what use, or fun, it is to: Take two turns to shoot. One turn to reload. One turn to shoot. One turn to reload. One turn to shoot. This assuming you never get attacked or invoke defensive fire.

I adore the little Wurfrahmen, it's such a cool unit. But 2 ammo reserve, and each turn spent supplying only gives it one ammo? I'd never ever use it.
Obsolete
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Post by Obsolete »

I've been using a third party website for my file hosting needs, I think you'll have to do the same. What scenario of the tutorial? Does it happen every time?


Yes, it happens every time, at least in the last save I have.

Anyhow, discovered yet ANOTHER bug that seems relate to the tutorial in some way. I just completed the first map of the Poland campaign. And after my decisive message, I get some briefing on how I was so great at winning against Team Blue...

Huh? I know a lot of Poles also fought for the axis nations, but I'm sure this briefing is not intended.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Kerensky
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Post by Kerensky »

Pretty much all of the campaign briefing and victory texts are incomplete or place holders. You'll see a lot of briefings that are just 'test test test', so I wouldn't really consider those bugs.

Which tutorial scenario is it? I'll add the bug to the first page, but I'm certain they'll want your save file and some more details probably.
Obsolete
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Post by Obsolete »

I can send a file later on.. but right I'm still looking for an explanation as to why the combat log never makes any sense.

Lets see here, if I kill at least 4 pips.. that should leave my opponent with at most.... 6 pips if i win initiative...

So why is it my opponents randomly get more or less? I don't understand this.

In fact, what is even the point of suppression in this package? I don't see it doing anything at all, and when it does something, it still doesn't make any sense to me.


Image
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Kerensky
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Post by Kerensky »

I dunno, that picture makes good sense to me.

You win initiative.
You kill 4 units.
You suppress 3 units.
Then your enemy returns fire.
7 units fire.
They kill three units.
They suppress one.

10 base strength, minus 3 you suppressed = 7 can return fire.

I'll make a new thread for this topic.
Obsolete
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Post by Obsolete »

Ok, if that's the order then I guess things are ok. I thought it would be more of a combination like in PG-III.

Anyhow, looks like another graphical glitch with the Norwegians...


Image
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Kerensky
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Post by Kerensky »

I think that's just a Placeholder graphic, several of the units on the purchase screen and a few other nations also have that same looking image.
Obsolete
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Post by Obsolete »

So I've noticed. BTW, what is the expectation before the first release that multiple units can be purchased/upgraded without having to jump back to the map menu each time?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Obsolete
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Post by Obsolete »

Heavy cruisers look identical to light cruisers. Were the developers simply waiting for new images here?
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Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
uran21
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Post by uran21 »

Obsolete wrote:Heavy cruisers look identical to light cruisers. Were the developers simply waiting for new images here?
They share the same icon. No changes in this sector.
Obsolete
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Post by Obsolete »

Hmm, not sure how to interpret that. You mean this will be changed in the future, or this will stay as is?

Anyhow, about my earlier bug where I lost a tutorial scenario despite I controlled all victory hexes. I had the same thing happen AGAIN. During one of the Poland scenarios, I captured every victory hex, yet I'm awarded with a loss. I don't understand, am I supposed to hunt down and kill EVERY unit as well as control all hexes on the board?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Razz1
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Post by Razz1 »

I'm surprised no one mention this bug. It is very obvious.

The combat never centers on the screen.
You see one combat, then the second is some place else on the map, then the last one will be on the edge of the map and usually hides one of the units involved in the battle.

Screen should move and center on each combat.
Obsolete
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Post by Obsolete »

I've had problems where shifting to the next unit in the que also does not center.
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Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
uran21
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Post by uran21 »

Hmm, not sure how to interpret that. You mean this will be changed in the future, or this will stay as is?
This will not be changed in the future.
Obsolete
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Post by Obsolete »

Hmm, playing the first campaign, and I got my first Karl artillery unit. Though for some reason it doesn't start with any supplies, was this intentional?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Razz1
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Post by Razz1 »

In another thread it says yes.

I-16 says attack strength 18 against air. This is incorrect.
Razz1
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Post by Razz1 »

The T-90 SPAA anti aircraft unit can not damage any planes.
Razz1
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Post by Razz1 »

The Jag Tiger Maus and Elefant are pretty much indestructable.

Nothing can kill it.

All you can do is surround it and prevent them from reinforcing supply
Kerensky
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Post by Kerensky »

And you thought my 'bugs' were too much like 'feature requests'. Heh.

Let's go down the list:
Multipurchase/multiupgrade
Not bug related, feature request.
Details, intentions, and discussion is here:
viewtopic.php?t=23381&highlight=upgrade

Losing scenarios when controlling all VH.
Destroying all enemies isn't required. You have those save files yet? Probably worth a look, going to need more information.

Combat doesn't center on screen.
I personally never noticed this as a problem, let alone a bug, but it might make a nice feature request.

I've had problems where shifting to the next unit in the que also does not center.
Queue? As in next unit button? If so, I personally never noticed this as a problem, let alone a bug, but it might make a nice feature request. However I will add that this should be a toggle if implemented. I prefer the current system over one that will jump the screen every time I hit the 'next unit' button. I would think that could be an excessive amount of motion, especially when you're cycling through a dozen or more units who are all already visible on your screen.

Karl starts unsupplied.
I would think this is intentional, because if you buy a normal Karl and place it, it starts with full supply. So the only way to have a unit on the map stripped of supply is to manually do it. Considering the stats on the Karl, I think this was the map designers way of giving the player an awesome unit, but not having it immediately ready to use. That's just speculation though.

Units with strange or inaccurate stats.
These are definitely not bugs, these are balance issues. A lot of these stats seem temporary or placeholder to me, such as 110s with amazing air attack values, so I haven't really bothered to mention them. I guess it doesn't hurt to mention specific units with unbalanced stats, but these aren't bug reports. A bug would be attacking a unit and gaining strength, or when you attack a unit but don't fire because of a bug that cancels your attack.
For the record, the T-90 can damage aircraft, you just have to roll 98-100, heh. Again, inaccurate or imbalanced stats, not bugs.
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