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Posted: Tue Apr 19, 2011 3:28 pm
by Obsolete
It seems sometimes it shows me that I can paradrop my troops into an adjacant hex. Either it works, or it does not and instead just moves my plane in to the next hex.

Posted: Tue Apr 19, 2011 3:32 pm
by Rudankort
Obsolete wrote:It seems sometimes it shows me that I can paradrop my troops into an adjacant hex. Either it works, or it does not and instead just moves my plane in to the next hex.
Hexes where you can paradrop are marked with paraсhute icon, movement hexes - with dot. In cases when you can move or paradrop to the same hex, movement takes priority. To land there, click disembark button, then you will get parachutes on all adjacent hexes where you can land.

1941 Campaign

Posted: Tue Apr 19, 2011 7:30 pm
by Razz1
Can not deploy my unit after I win the first scenario!

Re: 1941 Campaign

Posted: Tue Apr 19, 2011 7:35 pm
by uran21
Razz1 wrote:Can not deploy my unit after I win the first scenario!
In which scenario are you? Cannot deploy any of your units or cannot deploy some of them?

Re: 1941 Campaign

Posted: Tue Apr 19, 2011 7:35 pm
by Rudankort
Razz1 wrote:Can not deploy my unit after I win the first scenario!
Does it repeat after save/reload? Is so, I want that save. :) If not, anything else you can remember which might help to figure out what's going on?

Posted: Tue Apr 19, 2011 8:30 pm
by wino
Hi

I have started campaign. This is first scenario, turn 1, only AFTER buy of first unit (3 units in core left). Flags are not in proper place when I open buy window. They are ok when I move mouse over them - as this Russian would-to-be Slovakian flag here :-)

Image

Uploaded with ImageShack.us

Re: 1941 Campaign

Posted: Tue Apr 19, 2011 9:35 pm
by Kerensky
Razz1 wrote:Can not deploy my unit after I win the first scenario!
Which mouse button are you clicking with? Try the other one.

I re-worded #39 to reflect new information(last city and last turn)
Added #46. Flag misalignment.

Posted: Wed Apr 20, 2011 2:06 am
by Kerensky
#47. Moving adjacent to enemy air units previously hidden by fog does not cause a player's unit to stop. Only direct contact with another air unit will cause a player air unit to stop and be ambushed. (intended feature)

Apparently because air units have no ZOC anymore, the do not follow the same fog spotting rules that govern ground units.

Posted: Wed Apr 20, 2011 5:08 am
by Razz1
umm... interesting. So that is the down side plus you can not block air units.

I don't like the fact that you can not ambush. That is a major change.

This is a major negative for the Allies, especially Russia with weak air power.

Posted: Wed Apr 20, 2011 6:29 am
by Kerensky
No, there is still ambush, the whole "forcing someone to stop because they are next to a previously unknown enemy unit" bit has been removed from air unit behavior though.

Posted: Wed Apr 20, 2011 10:22 am
by Kerensky
#48. Artillery units cannot enter swamp terrain(probably intended). However, artillery units can enter swamp/river hexes, which to me is even rougher terrain. (unsolved)
Image
The PZIVE attacked and pushed the artillery unit North, because Northwest is a swamp and illegal for artillery to enter.

49. Cannot close an empty deploy window screen. (unsolved)
Play Barbarossa, end campaign scenario with more than six air units in your core.
Start Kiev scenario.
Place your six aircraft, then see you have no room for additional placement.
Start scenario.
Move air units so you can finish deploying the rest of your air units.
Notice that after you deploy your last air unit, the 'deploy units' side tab remains open, completely empty, and the 'toggle reserve list' button is greyed out and your screen is stuck looking like this:
Note that this is not the deploy phase, this is actually what my screen looks like during my first turn. I didn't deploy any units in the deploy phase, and deployed them during my first turn to show you the side bar that is stuck on the screen for the duration of my first turn. (Bar does go away once I finish my first turn and hit end turn)
Image


50. Infantry units have extraordinary killing power against aircraft with extremely low AA values. (unsolved)
Mentioned this a long time ago, but never got an official reply, and I've noticed this behavior has continued to persist in future infantry units with AA values (enemy engineers and russian guards), so here's the official report.
Start Low Countries scenario with Clear weather.
Grab Stuka.
Bomb fort (Air attack value [8]) at 29,7.
I expanded the information panel for good stat comparison, Bomber on the left, Fort on the right.
Image
Now, Grab Stuka.
Bomb infantry (Air Attack value [1]) at 28,13.
I expanded the information panel for good stat comparison, Bomber on the left, Infantry on the right.
Image
So a fort with 8 AA power kills 1 stuka on the prediction, but an infantry with 1 AA power kills 3 on the prediction?
Note this is an old version where the predictions numbers are switched. Also note how no new BETA testers have mentioned the numbers are 'backwards' in the new scheme of player losses on the left enemy losses on the right. ;)

Posted: Wed Apr 20, 2011 4:24 pm
by Razz1
Try putting that infantry in an open hex. Your comparing apples to Oranges.

Also, we were discussing air power and ZOC.

When I said ambush I meant out of the Sun.

There is no more ambush for planes.

A player has the undo button.

I was wondering why I could never ambush the AI planes.

Posted: Wed Apr 20, 2011 9:50 pm
by Kerensky
Razz1 wrote:Try putting that infantry in an open hex. Your comparing apples to Oranges.
Actually, it was a bug, although it wasn't a problem of the [1] on the inf being too strong, the [8] on the fort was not being represented correctly. I've been told the bug has been fixed, as you can see here, now it's only a question of balance.
Image
Also, we were discussing air power and ZOC.

When I said ambush I meant out of the Sun.

There is no more ambush for planes.

A player has the undo button.

I was wondering why I could never ambush the AI planes.
No. Allow me to explain with pictures.
I move my 110 here. I see no enemies, I can undo my move.
Image
I undo my move, and move my 110 one hex directly north of that same airfield.
This happens:
Image

In previous PG titles, the enemy fighter is revealed after my first move placed myself adjacent to it. PzC does no longer perform in this manner, and it is by design.

CTD

Posted: Thu Apr 21, 2011 5:07 am
by Razz1
I get a repeatable CTD.
I try to load the infantry unit on a train.
It is in the port.

I heard there is no selection for a choice between a ship transport and rail but never read it causes a CTD.

http://www.photoshop.com/users/razz1234 ... 5db0aabc26

Re: CTD

Posted: Thu Apr 21, 2011 5:28 am
by Kerensky
Razz1 wrote:I get a repeatable CTD.
I try to load the infantry unit on a train.
It is in the port.

I heard there is no selection for a choice between a ship transport and rail but never read it causes a CTD.

http://www.photoshop.com/users/razz1234 ... 5db0aabc26
Interesting, and confirmed. However it only seems to be limited to the Stalingrad map. For example, you get the same error if you attempt to embark on hex 11,26, the city to the East of Sevastopol.
Added as #51.

If you are curious to see the lack of selection, you can load Norway as a solo play scenario. Attempt to embark a unit on the Oslo city hex, you will see it default to ship transport.

Posted: Thu Apr 21, 2011 6:02 pm
by Rudankort
About this:
Kerensky wrote:#48. Artillery units cannot enter swamp terrain(probably intended). However, artillery units can enter swamp/river hexes, which to me is even rougher terrain. (unsolved)
Image
The PZIVE attacked and pushed the artillery unit North, because Northwest is a swamp and illegal for artillery to enter.
I agree it looks wierd, but it is by design, and changing this would require a lot of modifications in the code. The point is, if a hex contains a river, hex terrain is considered to be "river", no matter what terrain is underneath. Swamp in this case is just "decoration". This is done, because the game has no notion of "mixed terrain", where the effects of two different terrains are combined inside one hex. Implementing mixed terrain might be one of possible directions for future development (e. g. hills+forest or mountain+forest would be different from just forest or just mountains), but for now, we better concentrate on more urgent tasks.

Infantry unit turns into tank unit.

Posted: Thu Apr 21, 2011 9:16 pm
by Razz1
I have a save 1 or two turn before this happened.

I think the icon on the map doesn't match the class or type of unit. Then when the unit enters into combat, the AI reads the data and corrects it.

http://www.photoshop.com/users/razz1234 ... b098dbe18b

Funny that it would take on the same name of the tank next to it.

Posted: Thu Apr 21, 2011 9:30 pm
by Razz1
I copied the autosave file.
Then when back to replay it.
It did not happen.
However if you try a few times, I'm sure it will happen. Just move up both units adjacent to it. Then attack with the heavy infantry first.

I can send it to you.

Note this happen when the units strength was reduce to 1.

http://www.photoshop.com/users/razz1234 ... 7248dd33f6

Here is a snap shot of me attempting to repeat it.

http://www.photoshop.com/users/razz1234 ... 89cefd5981

Posted: Thu Apr 21, 2011 10:50 pm
by Kerensky
@Rudankort. RE: Swamp. Unfortunate. I'll shuffle it off to 'known issues to be addressed, but not currently addressed."

@Razz1. RE: Mighty Morphin' Power Rangers Unit Bug.
Your issue is: 15. Enemy units morph into other units upon retreat, also skewering previous battle prediction numbers. (Unsolved)
So it's been reported, and supposedly is already fixed (in the next Beta which we don't have yet)
Rudankort wrote: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.

Posted: Sat Apr 23, 2011 5:19 am
by Kerensky
52. Southampton in Sea Lion scenario currently spelt: Sothampton.