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Re: Bug Reports
Posted: Thu Jul 24, 2025 6:15 am
by Grondel
TheChief1893 wrote: ↑Wed Jul 23, 2025 7:45 pm
I just got a bug during the SCW. At the end of Antequerra I lose a core Pz. I have 2 and it cant be attacked at the end of turn 18. At the beginning of Merida it is missing. I have tried deleteing saves back to 17, clearing cache, and logging in on 2 different computers. It is cloud save and bought through steam. Is there a fix, or do I just eat the prestige loss?
I can send the save file.
It might be tied to what triggers the hero as the hero never changes either.
Antequerra has Aux-slots avail at the start of the scenario. My guess i u bought a Aux tank by misstake, which of cuase will not continue to the next map.
sers,
Thomas
Re: Bug Reports
Posted: Sat Jul 26, 2025 8:46 pm
by terminator
Ghost Division - Into the East
The PRESTIGE OBJECTIVE should be
Optional :

- IntotheEast.jpg (141.76 KiB) Viewed 5435 times
Re: Bug Reports
Posted: Wed Aug 20, 2025 5:38 pm
by Tassadar
Bug or possibly as designed. In the first scenario of Frontlines: Westwall, the player has 26 core slots, but units take up 25. The bridge engineers are an auxiliary unit. Not sure if it was intended, or got accidentally edited, as it's strange to have a free core slot like that.
Re: Bug Reports
Posted: Thu Aug 21, 2025 7:53 pm
by Tassadar
A lot of the new custom plane camo seem to have some issues with naming. Seems to be some sort of coding issues.
Re: Bug Reports
Posted: Fri Aug 22, 2025 7:17 am
by bebro
Tassadar wrote: ↑Wed Aug 20, 2025 5:38 pm
Bug or possibly as designed. In the first scenario of Frontlines: Westwall, the player has 26 core slots, but units take up 25. The bridge engineers are an auxiliary unit. Not sure if it was intended, or got accidentally edited, as it's strange to have a free core slot like that.
Hi -- both are intended. The slot is for possible split actions. And trait choices can affect this too, so you might end up with slightly more free slots if you select inf or panzer general.
Thx for the headsup on camo names.
The strength indicator of the fortifications (1)
Posted: Thu Aug 28, 2025 3:27 pm
by terminator
The strength indicator of the fortifications (2)
Posted: Thu Aug 28, 2025 3:29 pm
by terminator

- Fortification(4).jpg (621.8 KiB) Viewed 4462 times
Re: Bug Reports
Posted: Fri Aug 29, 2025 9:11 pm
by deadtorius
starting with Hurtgen Forest some of my tanks were showing as invalid. It also showed 3 tanks, two being invalid when I have a total of 7 tanks. Next Mission Metz all the tanks were showing again but now I had 4 invalid tanks. My best guess is it is an issue with the field upgrade armour. I believe those were the tanks showing as invalid.
Saved Metz game since it was getting late, next day went to load the save and the game crashes. Have sent two auto crash reports. West Wall was purchased through Steam, first time I did that. Was working fine until Hurtgen.
Re: Bug Reports
Posted: Sat Aug 30, 2025 10:35 am
by bebro
Please check if you have any modded stuff available that may interfere with the most recent data updates for Westwall, esp. in units.csv and transportclass.csv.
Re: Bug Reports
Posted: Sat Nov 01, 2025 4:01 pm
by terminator
Identical model for two different artillery (
155mm Long Tom &
8 inch M1) :

- Artillery Bug.png (158.18 KiB) Viewed 3379 times
The 8 inch M1 :

- 960px-8_inch_gun_2.jpg (204.52 KiB) Viewed 3379 times
Re: Bug Reports
Posted: Sat Nov 08, 2025 9:44 am
by PoorOldSpike
terminator wrote: ↑Sat Nov 01, 2025 4:01 pm
Identical model for two different artillery (
155mm Long Tom &
8 inch M1)..
Just as a matter of interest, 155mm = 6.1 inches.
8 inches - 203mm
Re: Bug Reports
Posted: Tue Nov 11, 2025 4:33 am
by terminator
In the
Westwall DLC, two mobile AA units are priced the same, but one is slightly better, so my decision is clear on which one to purchase :

- Mobile AA.png (803.65 KiB) Viewed 3161 times
Re: Bug Reports
Posted: Tue Nov 11, 2025 11:54 am
by PoorOldSpike
terminator wrote: ↑Tue Nov 11, 2025 4:33 am
In the
Westwall DLC, two mobile AA units are priced the same, but one is slightly better, so my decision is clear on which one to purchase :
As a matter of interest he M15 graphic (on the left in the pic below) has armour side panels to protect the crew which might account for its better ground defence rating, but like you i'm surprised that it isn't therefore slightly more expensive.
(PS- the centre gun graphic on the T28 (right) is differerent, but I dunno if the devs have factored the side panels and different gun into the stats somehow)-

Oops, I forgot to take my camouflage outfit to go out
Posted: Thu Nov 13, 2025 5:37 am
by terminator
In the last mission of the
Westwall DLC, this formidable jet aircraft lost its
camouflage outfit?

- Camouflage.jpg (491.26 KiB) Viewed 3046 times
Re: Bug Reports
Posted: Sun Dec 14, 2025 3:08 pm
by Hohenhole
In the dlc Westfall during the mission North Brabant i cleared all the map, liberating all the locations for the secondary obiective, but the mission counter doesn't update, it still says 19/20.
Re: Bug Reports
Posted: Sun Jan 18, 2026 11:59 pm
by FrancescoT
AO 1940 - Eben-Emael map
Not sure if a bug or a WAD exception for this map but why my airlifted INF (not para) can land out of airports?

- Landing01.jpg (1.12 MiB) Viewed 2407 times

- Landing02.jpg (1.27 MiB) Viewed 2407 times
Is it because the air transport pool has only gliders and so any airlift use them and behave like para?

Re: Bug Reports
Posted: Thu Feb 12, 2026 2:36 pm
by nexusno2000
Post by nexusno2000 » 12 Feb 2026 14:17
I'm replaying (and recording) the Italian Cyenaica campaign, and noticing a weird bug:
Mission 7: Toburk
I have 2 CP (this campaign reuses the code from AO commendation points to track bonus core slots)
This gives me 50+10=60 core slots
So far, so good.
I get the explosives and move them to the ship, then get the msg verifying OK, so I SHOULD get +1 CP
HOWEVER, I do not.
Mission 8: Interception at El Mechili
I start with only 2 CP, should be 3
(I've even added the CP display code to the lua to verify)
So instead of 48+12=60 slots, I only get 58.
It's not THAT big of a deal, but it'll carry forward for the rest of the campaign, so annoying. Also, my OCD-lite lol
(btw I rechecked old saves from the first time I played the campaign, and it's the same issue)
I've looked at the Tobruk lua and scenario/objectives, and it seems... fine, at least on first glance.
I get this msg when delivering the explosives:
msg = NSLOCTEXT("07_IT_Tobruk", "ship_unit_sunken", "The San Giorgio will never be caught by the British. Set it ablaze!")
But I never see this - it just tells me about the bonus hero objective.
objective_status = ObjectiveStatus.Active,
reward_notify = NSLOCTEXT("07_IT_Tobruk", "sangiorgio_reward", "Bonus Objective Completed: Destroy the supplies on the San Giorgio \n\nCore Slots gained: %d ")
###
Unrelated, I found this minor bug while looking for clues to the commendation bug:
hero.extra_traits = {UnitTrait.OnTheRoll, UnitTrait.ReducesSlots, UnitTrait.HitAndRun}
ReducedSlots is spelled wrong.
Annibale Bergonzoli should look like this:
local hero = NewHero()
hero.portrait = "/Game/Gui/Common/Heroes/it_in_annibale_bergonzoli.it_in_annibale_bergonzoli"
hero.name = NSLOCTEXT("06_IT_Bardia", "Annibale_Bergonzoli", "Annibale Bergonzoli")
hero.extra_traits = {UnitTrait.OnTheRoll, UnitTrait.ReducedSlots, UnitTrait.HitAndRun}
local action = world:MakeNewHeroAction(_id, hero)
world:Exec(action)
Re: Bug Reports
Posted: Thu Feb 12, 2026 6:22 pm
by nexusno2000
nexusno2000 wrote: ↑Thu Feb 12, 2026 2:36 pm
Post by nexusno2000 » 12 Feb 2026 14:17
I'm replaying (and recording) the Italian Cyenaica campaign, and noticing a weird bug:
Mission 7: Toburk
I have 2 CP (this campaign reuses the code from AO commendation points to track bonus core slots)
This gives me 50+10=60 core slots
So far, so good.
I get the explosives and move them to the ship, then get the msg verifying OK, so I SHOULD get +1 CP
HOWEVER, I do not.
Mission 8: Interception at El Mechili
I start with only 2 CP, should be 3
(I've even added the CP display code to the lua to verify)
So instead of 48+12=60 slots, I only get 58.
It's not THAT big of a deal, but it'll carry forward for the rest of the campaign, so annoying. Also, my OCD-lite lol
(btw I rechecked old saves from the first time I played the campaign, and it's the same issue)
I've looked at the Tobruk lua and scenario/objectives, and it seems... fine, at least on first glance.
I get this msg when delivering the explosives:
msg = NSLOCTEXT("07_IT_Tobruk", "ship_unit_sunken", "The San Giorgio will never be caught by the British. Set it ablaze!")
But I never see this - it just tells me about the bonus hero objective.
objective_status = ObjectiveStatus.Active,
reward_notify = NSLOCTEXT("07_IT_Tobruk", "sangiorgio_reward", "Bonus Objective Completed: Destroy the supplies on the San Giorgio \n\nCore Slots gained: %d ")
###
Unrelated, I found this minor bug while looking for clues to the commendation bug:
hero.extra_traits = {UnitTrait.OnTheRoll, UnitTrait.ReducesSlots, UnitTrait.HitAndRun}
ReducedSlots is spelled wrong.
Annibale Bergonzoli should look like this:
local hero = NewHero()
hero.portrait = "/Game/Gui/Common/Heroes/it_in_annibale_bergonzoli.it_in_annibale_bergonzoli"
hero.name = NSLOCTEXT("06_IT_Bardia", "Annibale_Bergonzoli", "Annibale Bergonzoli")
hero.extra_traits = {UnitTrait.OnTheRoll, UnitTrait.ReducedSlots, UnitTrait.HitAndRun}
local action = world:MakeNewHeroAction(_id, hero)
world:Exec(action)
I did 4 changes:
1. Fix the objective status so it's actually == Success when you bring back the explosives
FROM
function SanGiorgio_Success()
return objective_status == ObjectiveStatus.Success
end
function SanGiorgio_Fail()
return objective_status == ObjectiveStatus.Fail
end
TO
function SanGiorgio_Success()
return SanGiorgio_Data and SanGiorgio_Data.objective_status == ObjectiveStatus.Success
end
function SanGiorgio_Fail()
return SanGiorgio_Data and SanGiorgio_Data.objective_status == ObjectiveStatus.Fail
end
2. Prevents ANY disband from causing the bonus objective to fail
FROM
return action.unit == SanGiorgio_Data.demolition.unit
or action.unit == SanGiorgio_Data.explosive.unit
or SanGiorgio_Data.ship.unit
TO
function Disband_Trigger(action)
return action.unit == SanGiorgio_Data.demolition.unit
or action.unit == SanGiorgio_Data.explosive.unit
or action.unit == SanGiorgio_Data.ship.unit
end
3. Display current CP
-------------------------
-- COMMENDATION POINTS --
-------------------------
-- Adds the HUD update that shows current CP
function OnMapStart()
local player = world:GetPlayer(1)
player.resource1_icon = "/Game/Gui/GameplayUI/hud_commendation_icon"
player.resource1 = campaign.comm_points
player.resource1_tooltip = NSLOCTEXT("common", "commendation_points", "Commendation Points")
end
function UpdateCommendationPoints()
local player = world:GetPlayer(1)
player.resource1 = campaign.comm_points
end
4. Update CP
FROM
function SanGiorgio_Reward_Action(action)
if campaign == nil then return end
if campaign.comm_points == nil then campaign.comm_points = 0 end
campaign.comm_points = campaign.comm_points + 1
TO
function SanGiorgio_Reward_Action(action)
if campaign == nil then return end
if campaign.comm_points == nil then campaign.comm_points = 0 end
campaign.comm_points = campaign.comm_points + 1
UpdateCommendationPoints() -- <- add this
Re: Bug Reports
Posted: Sun Feb 15, 2026 8:04 am
by nexusno2000
Scenario 8: Interception of El Mechili
Script error due to the script trying to spawn a tank with a transport...
local unit6 = {"VickersMkVI", "UniversalCarrier", 0, 3000}
Should read:
local unit6 = {"VickersMkVI", "", 0, 3000}
Update you 08_IT_ElMechili.lua to fix this issue.
Re: Bug Reports
Posted: Sun Feb 15, 2026 5:48 pm
by FrancescoT
AO with Aggressive Deployment trait
Before moving, battle predcitions are shown for hexes you cannot attack from (because you cannot unmount):

- BattlePrediction01.jpg (954.14 KiB) Viewed 1923 times

- BattlePrediction02.jpg (924.43 KiB) Viewed 1923 times

- BattlePrediction03.jpg (821.94 KiB) Viewed 1923 times