It is not implemented yet.Obsolete wrote:The button for going to the PREVIOUS unit does not work. Is it not implemented yet?
The Bug Thread (Read before posting bugs!)
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Re-supply bug.
When a plane is next to a land unit..... The land unit can not re-supply.
An enemy plane adjacent to it should not stop reinforcement of supplies.
I know we are looking at the supply model.
An enemy plane adjacent to it should not stop reinforcement of supplies.
I know we are looking at the supply model.
A little confused... We already have it where a move can not be undone. Look at the recon movement.Rudankort wrote:As long as undo is needed to see combat predictions, it is VERY important. And so, what you suggest is not really an option, because very often some small insignificant revealed hex will prevent you from returning back. It will also be very confusing, because its quite hard to predict if you will reveal anything or not, until you actually move the unit - but at this point it is already too late.adherbal wrote:IMO the ability to undo is less important than the trouble of having to unselect things to "confirm" a move. It's also fairly confusing for new players.
Perhaps undo should only be possible when the move has not affected the fog of war. So if you move & reveil, you can no longer undo.
What was suggested is to have the same function when a new unit is revealed via fog of war.
I am for this feature.
Recon is exception from general rule, and a very unfortunate exception too. I may still find a way to bring back undo for this class.Razz1 wrote:A little confused... We already have it where a move can not be undone. Look at the recon movement.
What was suggested is to have the same function when a new unit is revealed via fog of war.
I am for this feature.
I'm not a big fan of the entire undo concept either, but, as I said, as long as its needed to see combat predictions, it will remain unchanged. If you can offer better way to see predictions vs. other units, including hand-to-hand combats, ranged attacks and bombing, then please by all means share them with me.
That reminds me, I've come into situations where I could not re-supply, but I was able to take on replacements.When a plane is next to a land unit..... The land unit can not re-supply.
How could such a scenario make any sense?
Rommel: Things are looking bad, we can't get any supplies in. We have no fuel, and running low on ammunition. It's just too hard to get even a trickle through the enemy lines.
Graziani: Oh don't be silly. Just order 9 new tanks to bring your PzII division to full strength. The new tanks will come with free fuel and ammo.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
I touched on this factor about the supply model discussions, and why I think they're faulty. It basically boils down to two simple facts.Obsolete wrote:That reminds me, I've come into situations where I could not re-supply, but I was able to take on replacements.When a plane is next to a land unit..... The land unit can not re-supply.
How could such a scenario make any sense?
Rommel: Things are looking bad, we can't get any supplies in. We have no fuel, and running low on ammunition. It's just too hard to get even a trickle through the enemy lines.
Graziani: Oh don't be silly. Just order 9 new tanks to bring your PzII division to full strength. The new tanks will come with free fuel and ammo.
Pressing reinforcement button is worth 100% reinforcements (up to a strength of 10).
Pressing supply button is worth 50% of supplies.
When you start penalizing units for being next to enemies or in bad terrain, you're looking at 100% becoming 70% and that 50% becoming 20%. When you factor in units with low ammunition reserves, 20% may actually translate to zero.
Oh I absolutely believe aircraft adjacent or above ground units should interfere with resupply and reinforcement BTW. Units were historically vulnerable when resupply near large stockpiles of ammunition and fuel. Is that something you really took your time to top off and fill up with when you're being bombed and strafed?
By 'German' do you mean 'first' player? In two existing scenarios, Bagration and Berlin, the Soviet is the first or phasing player.Razz1 wrote:I can see in the hex but not adjacent to it for supply. That gives the German player way too much power.
It makes several units in the game almost useless or one time shots.
Anyhow, I how they fix the whole model. 100% supply regardless where a unit is at.
I agree with your second sentence.
I've also stated your third sentence almost word for word in the Supply Model thread.
Kerensky
About autosave. Yes, it is a bug, confirmed. Rather stupid one, to be sure. The game uses absolute paths in all cases, but here I forgot to s[ecify an absolute path, and so the file is saved to the process' working folder. It should help to create a link file directly to "PanzerCorps.exe" and in link properties set working folder to the proper Save folder (My Documents\My Games etc.). Then all autosaves should go there. Right now they are saved in random places.
I'll fix this in the next update.
As I said in my email to you earlier today (but worth repeating here): I've also finally tracked down the bug causing zero-strength units, "swapping" of units and all sorts of other strange effects. Hopefully, all these problems will be gone in the next update.
If you want comments on any other issues, please let me know. Don't see much else in the list in the first post of this thread...
About autosave. Yes, it is a bug, confirmed. Rather stupid one, to be sure. The game uses absolute paths in all cases, but here I forgot to s[ecify an absolute path, and so the file is saved to the process' working folder. It should help to create a link file directly to "PanzerCorps.exe" and in link properties set working folder to the proper Save folder (My Documents\My Games etc.). Then all autosaves should go there. Right now they are saved in random places.
I'll fix this in the next update.
As I said in my email to you earlier today (but worth repeating here): I've also finally tracked down the bug causing zero-strength units, "swapping" of units and all sorts of other strange effects. Hopefully, all these problems will be gone in the next update.
If you want comments on any other issues, please let me know. Don't see much else in the list in the first post of this thread...
There is a similar bug in Civilization IV. Units running around with 0 health 
The reason for this was, sometimes a health can end up at 0.01 for example, so even the 0.0 did not quite catch what was happening.

The reason for this was, sometimes a health can end up at 0.01 for example, so even the 0.0 did not quite catch what was happening.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Hmm, I attacked a unit with a level-b, and was told I had neutralized it. However the projected stats for my other units did not really change much in regards to attacking that unit.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
If it said about neutralization, then this is related to the city being bombed, not the unit. When this happens, the flag of the city should change to white one.Obsolete wrote:Hmm, I attacked a unit with a level-b, and was told I had neutralized it. However the projected stats for my other units did not really change much in regards to attacking that unit.
45. Under certain conditions during the AI turn, it is possible to see through the fog of war. (unsolved)
It's not purchasing that causes the problem, but I believe you can also see purchases though the fog. (Unconfirmed)
How to recreate bug:
1. Start new scenario.
2. Pick Poland, Axis side, Impossible setting.
3. Hit end turn immediately.
4. Pay attention to the airfield adjacent to Cracow during the enemy turn you should see the artillery unit appear there through the fog. You should see this, I snapped this screenshot during the enemy turn:

Obviously that artillery unit didn't get purchased, it starts the game on that airfield hex. It didn't move or get resupplied(to my knowledge), but the AI is doing 'something' with that unit which is causing it to appear through the fog.
It's not purchasing that causes the problem, but I believe you can also see purchases though the fog. (Unconfirmed)
How to recreate bug:
1. Start new scenario.
2. Pick Poland, Axis side, Impossible setting.
3. Hit end turn immediately.
4. Pay attention to the airfield adjacent to Cracow during the enemy turn you should see the artillery unit appear there through the fog. You should see this, I snapped this screenshot during the enemy turn:

Obviously that artillery unit didn't get purchased, it starts the game on that airfield hex. It didn't move or get resupplied(to my knowledge), but the AI is doing 'something' with that unit which is causing it to appear through the fog.
Ran through the first campaign again. Same thing thing happens in the first scenario again. You capture the last city on the last turn, and you are awarded with a loss once you hit end-turn.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)