Ingame feedback from: Obsolete
Moderators: Slitherine Core, BA Moderators
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pipfromslitherine
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- Joined: Wed Mar 23, 2005 10:35 pm
Playing a bit more, I am noticing now that sometimes the re-player works better than others. The last time I played it ran for a couple seconds, then paused properly before resuming when I was finished reading the messages.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
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- Joined: Wed Mar 23, 2005 10:35 pm
Ahaha! So... your sneaky method of having an anti-leak hack installed! Usually my Beta projects are so small that's never a worry.
Anyhow, I believe I stumbled upon the biggest battle-mechanic bug of the game yet. I noticed things in my on-line games today that just didn't make any sense. I decided to do a test in the world-builder, and sure enough, it's duplicatable.
Add a simple Puma and then sourround it with a bunch of US Scouts. It seems that even when we have a 100% penetration chance, the Satchels/Grendades/Dynamite just never have an effect (maybe once in a million).
Ohh they can hit all right, but they never penetrate to kill the unit. Furthermore, they never so much as even make a dent in the morale of the unit. I don't think this is how things are supposed to fight out?
Anyhow, I believe I stumbled upon the biggest battle-mechanic bug of the game yet. I noticed things in my on-line games today that just didn't make any sense. I decided to do a test in the world-builder, and sure enough, it's duplicatable.
Add a simple Puma and then sourround it with a bunch of US Scouts. It seems that even when we have a 100% penetration chance, the Satchels/Grendades/Dynamite just never have an effect (maybe once in a million).
Ohh they can hit all right, but they never penetrate to kill the unit. Furthermore, they never so much as even make a dent in the morale of the unit. I don't think this is how things are supposed to fight out?

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Pip, could you also check into the Winter_Village and the Normandy scenario (for online play). For some reason I can't ever see my plane icons on the left side where they are supposed to be when playing as Axis. It's possible that axis aren't supposed to get any planes, but that doesn't make sense since the allied player has AA support. That Me262 glitch is probably supposed to go on the Axis side?

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
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- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
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pipfromslitherine
- Site Admin

- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
It must be an old bug then. Because we've seen this same problem in on-line games repeatedly. It seems the satchel charges work when ambushing. But during an active attack during the phasing attacker's turn, these just refuse to do damage.
I just ran another test right now, same thing. Despite clearly hitting all the charges do is get reflected off without so much as causing any morale loss.
So, regardless, I am happy then if it's already fixed. Perhaps some other bug was also causing this one.
I just ran another test right now, same thing. Despite clearly hitting all the charges do is get reflected off without so much as causing any morale loss.
So, regardless, I am happy then if it's already fixed. Perhaps some other bug was also causing this one.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Another little glitch is when selecting a game in on-line mode, often the highlighted bar disappears before I can hit the Play/Start button. It seems to remove its highlight in a quick but random fashion.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
"I'm going to guess it is misreporting the % chance, as I would imagine Scouts are supposed to be pretty ineffective against armour."
By the way, for clarification, even US scouts do carry at least one Satchel charge for Armour Piercing. This is what I was referring about. I had assumed that all satchels, grenades (or whatever you prefer to call them) operated the same, but perhaps they are supposed to be toned down for scouts? Regardless, when I am shown 100% chance for hits to destroy, and I keep getting hits, I expect the vehicles to be destroyed.
By the way, for clarification, even US scouts do carry at least one Satchel charge for Armour Piercing. This is what I was referring about. I had assumed that all satchels, grenades (or whatever you prefer to call them) operated the same, but perhaps they are supposed to be toned down for scouts? Regardless, when I am shown 100% chance for hits to destroy, and I keep getting hits, I expect the vehicles to be destroyed.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
One issue with the Sdkfz/1. It has an AP value of 10, yet I can't seem to attack armoured units even when directly next to them. I'm wondering if this is not a bug but just game design and only works on defense?

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Back to the re-player issue, it seems to be working fine as of late. One issue is that as soon as the game loads up, the player hears one of those movement sounds, and then if you touch the OK checkmark with the mouse you start hearing machine gun blasts. It's easy to think the re-player is already under progress. It's possibly I THOUGHT the re-player was going on ahead of time through power of suggestion, though I could have swore I saw things moving.
Therefor, don't bother trying to hunt it down as a bug just yet. At least, not until I confirm this happening again.
Therefor, don't bother trying to hunt it down as a bug just yet. At least, not until I confirm this happening again.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
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I finally completed my first on-line to completion. Notice another problem. During the final scoring, the score-board only takes into effect units killed during the last turn, instead of the game over-all.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
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IainMcNeil
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pipfromslitherine
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Ingame feedback from: Obsolete
Often the End-Turn button is missing the american start ensignia, so instead shows up solid red with just the gold arrow on it.
American Start = American Star
American Start = American Star
