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Fall of Poland - Character killed bug?
Posted: Sun Sep 22, 2024 1:51 am
by whateverdhc
Might have figured it out.
You are not allow to split the characters?
Maybe after you do, the next German casualty, results in a killed character?
Re: Fall of Poland - Character killed bug?
Posted: Wed Sep 25, 2024 4:45 pm
by Tassadar
whateverdhc wrote: ↑Sun Sep 22, 2024 1:51 am
Might have figured it out.
You are not allow to split the characters?
Maybe after you do, the next German casualty, results in a killed character?
Possible valid observation. However, to split auxiliary units you need to have the Auxiliary Force trait. Are you playing with it enabled?
The reason I think it might be a viable explanation is that back in the Spanish Civil War DLC in the Teruel scenario, you have a medical transport to escort. In one of my runs, I split it and it resulted in Commendation Points not getting awarded. This was later patched and the medical unit got a hero with "No Split" attribute. So if you are using Auxiliary Force, a similar thing might bet play here. It might have been not spotted initially, since the DLC uses auxiliary forces only for key characters (might be the mechanical reason we do not see them otherwise) and would just be possible to discover if the trait is selected. Should be easy to identify and patch in then.
Re: Fall of Poland - Character killed bug?
Posted: Thu Sep 26, 2024 9:23 pm
by whateverdhc
I don't have the Auxiliary Force trait, I guess it's just a bug then?

Re: Bug Reports
Posted: Wed Oct 02, 2024 6:57 pm
by Slurpee12
Hello. First post here, not sure how to add images directly. I believe I may have found a bug related to the "Distraction" hero. It does not work on air units. I'm not sure if this is by design or not though. This is AO 1943.
https://imgur.com/a/ZtaJrnO
Lokhvitsa debriefing error
Posted: Sun Oct 13, 2024 11:48 pm
by PashaKv
>the diversion of
Army Group North
Shouldn't it be Army Group Center?

Re: Bug Reports
Posted: Sun Mar 09, 2025 6:42 am
by terminator
Return to air base bug
This Russian bomber is hovering over my air base without moving :

- Return ro base (1).jpg (101.71 KiB) Viewed 1955 times
Following a snowfall, my reconnaissance plane mistakenly went to the enemy air base :

- Return ro base (2).jpg (453.26 KiB) Viewed 1955 times
Re: Bug Reports
Posted: Fri Mar 14, 2025 7:33 pm
by Tassadar
I discovered a bug playing Frontlines - Cyrenaica, which is not related to the DLC, but rather the base game and the way double-mode units are considered by the game. In the first mission the player is given a Breda 20/65 M35 anti-aircraft gun, but it is pre-placed on the map in secondary AT mode. What this does is it makes the game consider it an AT unit for the sake of upgrades and thus making an upgrade to a better AA gun later will cause it to loose experience. This ties to an observation I had back in the day when playing a run with captured equipment, were artillery mode SU-122 and AT mode SU-122 were getting placed two separate unit pools, depending if they were captured or gifted via commendation points.
This is a minor thing, but still can be slightly frustrating to realize later in the campaign. The only way around without a patch it is to make sure on the first campaign map units are always placed in their primary mode of operation.
Re: Bug Reports
Posted: Fri Mar 14, 2025 10:51 pm
by robman
I’ve always thought that the solution should be to allow upgrades to a switchable unit along either path. If you upgrade to a nonswitchable unit, then you’re stuck with that path moving forward (without loss of experience, that is).
Re: Bug Reports
Posted: Sat Mar 15, 2025 1:03 pm
by Grondel
Tassadar wrote: ↑Fri Mar 14, 2025 7:33 pm
I discovered a bug playing Frontlines - Cyrenaica, which is not related to the DLC, but rather the base game and the way double-mode units are considered by the game. In the first mission the player is given a Breda 20/65 M35 anti-aircraft gun, but it is pre-placed on the map in secondary AT mode. What this does is it makes the game consider it an AT unit for the sake of upgrades and thus making an upgrade to a better AA gun later will cause it to loose experience. This ties to an observation I had back in the day when playing a run with captured equipment, were artillery mode SU-122 and AT mode SU-122 were getting placed two separate unit pools, depending if they were captured or gifted via commendation points.
This is a minor thing, but still can be slightly frustrating to realize later in the campaign. The only way around without a patch it is to make sure on the first campaign map units are always placed in their primary mode of operation.
This issue was reported roughly 1-2 weeks after SCW Dlc was released where someone first ran into this. Since it hasn´t been adressed yet, i guess it never will be.
The easy solution is to not place units on the map in their switched state. Maybe someone should have told the new scenario creators....
sers,
Thomas
Re: Bug Reports
Posted: Sun Mar 16, 2025 10:27 pm
by Tassadar
robman wrote: ↑Fri Mar 14, 2025 10:51 pm
I’ve always thought that the solution should be to allow upgrades to a switchable unit along either path. If you upgrade to a nonswitchable unit, then you’re stuck with that path moving forward (without loss of experience, that is).
I like this idea for a future game. It would need to be established with some universal rules about which units are what class, perhaps also make some exceptions and could then work. In the current setup it makes sense for AA/AT and some AT/artillery hybrids, but with recon/infantry, tank/AA or tank/artillery seems a bit abusable. Especially recon hybrids could be used to get super fast experience and converted to something else. Still, it does seem like ideas such as this one are a natural expansion of the direction the series in going.
Re: Bug Reports
Posted: Mon Mar 17, 2025 9:14 am
by nexusno2000
Battle of the Bulge, Scenario 1:
This hero is included in the lua:
-- AI Marder hero
function CreateAndAssignEnemyHero1(unit_id)
local hero = NewHero()
local unit = world:GetUnit(unit_id)
hero.portrait = "/Game/Gui/Common/Heroes/DE/de_in_04.de_in_04"
hero.name = NSLOCTEXT("scenario_01_Wahlerscheid", "Egon_Obermeier", "Egon Obermeier")
hero.extra_traits = {UnitTrait.Butcher, UnitTrait.SixthSense, UnitTrait.Readiness}
local action = world:MakeNewHeroAction(unit.owner_id, hero)
world:Exec(action)
local assign_hero_action = world:MakeAssignHeroAction(unit, hero.id)
world:Exec(assign_hero_action)
end
function EnemyHero1()
CreateAndAssignEnemyHero1(54) -- specify id of the unit which will get this hero
end
But the trigger for this hero (which should be AlwaysTrue like the German flamm hero or US Robert Knight) is missing, so it is not spawned.
Bug?
Re: Bug Reports
Posted: Mon Mar 17, 2025 11:12 pm
by Tassadar
I went though a few Cyrenaica scenarios today on the Italian side, but I am getting a bug in Battle of Tobruch. I pick up the explosives with the truck, drive it to the ship where it disappears. I get the
"The San Giorgio will never be caught by the British. Set it ablaze!" message, yet I do not get the usual notification about core slots added. My core slots get reduced to 58 in the next scenario as if I did not meet the bonus objective. I had a look at the lua file to investigate, and it seems the initial intro is not loading - there are apparently 4 messages that are supposed to appear on the scenario start, but I did not see those. Anyone else ran into this? I'll try to reload from a few turns back in the previous scenario, but something is clearly not right.
EDIT - reloading the previous mission (not the last turn, but from earlier) did not help. I'll try reinstalling the game entirely.
EDIT2 - reinstalling also did not help.
EDIT3 - when I click "Restart scenario", I get the below bug. Maybe that's related somehow? This bug comes up if I restart every Cyrenaica where core slots start getting reduced - does not appear if the scenario is just continued normally from the previous mission.
Re: Bug Reports
Posted: Wed Mar 19, 2025 3:59 pm
by DefiantXYX
Was working perfectly fine for me. Although I see no reason why I should kill my own battleship, in the last turn I had 3 of the besieging ships killed...its so annying if you realise, that everything is totally scripted

Re: Bug Reports
Posted: Wed Mar 19, 2025 8:06 pm
by Tassadar
DefiantXYX wrote: ↑Wed Mar 19, 2025 3:59 pm
Was working perfectly fine for me. Although I see no reason why I should kill my own battleship, in the last turn I had 3 of the besieging ships killed...its so annying if you realise, that everything is totally scripted
adiekmann wrote: ↑Wed Mar 19, 2025 4:51 am
Sorry, I only now looked at the link you put in your post. I thought you were only asking about the core slots.
I thought they fixed all of those kinds of errors. I completed 2 complete playthroughs of both sides in the beta. I completed my last one in February and did not encounter that error. I'm sure the devs are monitoring this forum for any issues and will look into it.
Thanks for the confirmation guys. As I am unable to check what is blocking the script from starting (and I've literally tried everything I could, but was not able to check what's causing this bug), I found an alternative workaround. Not as elegant as getting the right lua file script to trigger, but equally as effective. If I cannot get my game to properly recognize meeting the objective, I will just move the core slot reimbursement brackets criteria in the next missions by one level. Already tested this and it works, I just need to change this in every scenario moving forward:
core_slots =
{
6, --1 cp reward
10, --2 cp reward
12, --3 cp reward
14, --4 cp reward
16, --5 cp reward
20 --6 cp reward
}
to:
core_slots =
{
10, --1 cp reward
12, --2 cp reward
14, --3 cp reward
16, --4 cp reward
20, --5 cp reward
24 --6 cp reward
}
Re: Bug Reports
Posted: Mon Mar 24, 2025 5:38 am
by rafdobrowolski
Game keeps crashing after Wadi Derna. I get to the end of the debrief, and then it goes into the intro screen for what I assume is Beghazi, and then the game crashes after I hit "Proceed." Any thoughts?
Re: Bug Reports
Posted: Mon Mar 24, 2025 4:20 pm
by Tassadar
rafdobrowolski wrote: ↑Mon Mar 24, 2025 5:38 am
Game keeps crashing after Wadi Derna. I get to the end of the debrief, and then it goes into the intro screen for what I assume is Beghazi, and then the game crashes after I hit "Proceed." Any thoughts?
Any additional information? Is it an Unreal Engine crash, or something else, for example just closes to desktop without any message? Screenshots could help, as well as of course the usual question did you have any mods in the past you might have forgotten to uninstall.
Re: Bug Reports
Posted: Tue Mar 25, 2025 4:15 am
by rafdobrowolski
Tassadar wrote: ↑Mon Mar 24, 2025 4:20 pm
rafdobrowolski wrote: ↑Mon Mar 24, 2025 5:38 am
Game keeps crashing after Wadi Derna. I get to the end of the debrief, and then it goes into the intro screen for what I assume is Beghazi, and then the game crashes after I hit "Proceed." Any thoughts?
Any additional information? Is it an Unreal Engine crash, or something else, for example just closes to desktop without any message? Screenshots could help, as well as of course the usual question did you have any mods in the past you might have forgotten to uninstall.
Ya, it is the unreal engine crash screen that comes up.

- Screenshot 2025-03-24 211414.png (136.59 KiB) Viewed 1678 times
All mods have been turned off.
Re: Bug Reports
Posted: Tue Mar 25, 2025 5:07 pm
by Tassadar
After some digging it seems to be quite a common Unreal Engine crash occurring for sort of titles, so hard for me to say for sure. I can of course suggest verifying the installation (via Steam/GOG file integrity check) and simple things like clearing the "My Games\Panzer Corps 2\Cache" folder, but these are just basic suggestions, I'm afraid this would be more of a question to the devs.
Re: Bug Reports
Posted: Wed Mar 26, 2025 4:27 am
by rafdobrowolski
Tassadar wrote: ↑Tue Mar 25, 2025 5:07 pm
After some digging it seems to be quite a common Unreal Engine crash occurring for sort of titles, so hard for me to say for sure. I can of course suggest verifying the installation (via Steam/GOG file integrity check) and simple things like clearing the "My Games\Panzer Corps 2\Cache" folder, but these are just basic suggestions, I'm afraid this would be more of a question to the devs.
Ya, I did all of those things as well, and to no avail....
Re: Bug Reports
Posted: Wed Mar 26, 2025 4:54 pm
by Tassadar
rafdobrowolski wrote: ↑Wed Mar 26, 2025 4:27 am
Ya, I did all of those things as well, and to no avail....
A suggestion - not sure it will help at all, but at least might allow to identify the reason. Have you tried starting a new campaign and using "runany Victory 0" cheat code to blitz through scenarios all the way to the same mission? This should allow to at the very least verify if the issue comes from something with the game's installation, or is the campaign save perhaps corrupt or it's happening due to some other factor. Basically to replicate if this appears in the same point of the campaign on a new run for you.