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Posted: Thu May 13, 2010 3:39 am
by pipfromslitherine
Hmmm - the messages should prevent the model from ticking over. I will double check.
The chat box stuff is work in progress - I don't recall if your version has the chat notarised with the names. But thanks for the feedback!
Cheers
Pip
Posted: Fri May 14, 2010 2:10 am
by Obsolete
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.
Posted: Fri May 14, 2010 3:30 am
by pipfromslitherine
Thanks - I will try and take a look tomorrow, although I need to get a new beta out otherwise the current one expires in the next few days

. Lots of new stuff nonetheless.
Cheers
Pip
Posted: Fri May 14, 2010 4:19 am
by Obsolete
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?
Posted: Fri May 14, 2010 8:10 am
by Obsolete
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?
Posted: Fri May 14, 2010 3:13 pm
by pipfromslitherine
I'll check out the problem. I'm going to guess it is misreporting the % chance, as I would imagine Scouts are supposed to be pretty ineffective against armour.
Cheers
Pip
Posted: Fri May 14, 2010 5:01 pm
by pipfromslitherine
Hmmm - I tried out your example, and it never took more than 2 tries to kill the puma (which at a 60% chance to kill is about right). It's possible you have an old bug in your version though - so I will call it fixed in this new one
Cheers
Pip
Posted: Fri May 14, 2010 11:37 pm
by Obsolete
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.
Posted: Sat May 15, 2010 12:46 am
by Obsolete
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.
Posted: Sat May 15, 2010 3:13 am
by Obsolete
"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.
Posted: Sat May 15, 2010 4:02 am
by Obsolete
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?
Posted: Sat May 15, 2010 10:47 pm
by Obsolete
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.
Posted: Sun May 16, 2010 2:04 am
by pipfromslitherine
Heh - the mg on the button was a wierd one - left over sfx values from old data sets. Fixed now
Cheers
Pip
Posted: Sun May 16, 2010 9:28 am
by Obsolete
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.
Posted: Sun May 16, 2010 8:21 pm
by pipfromslitherine
Thanks! Nice catch.
Cheers
Pip
Posted: Mon May 17, 2010 2:37 pm
by Obsolete
Quite often, I get the text telling me there is a Line of Sight problem, despite I still see the red flags and can attack the unit regardless.
Posted: Mon May 17, 2010 2:46 pm
by IainMcNeil
Can you give a specific example? Mayeb a screenshot?
Posted: Tue May 18, 2010 1:06 am
by Obsolete
I started with version 0.7 of the beta. At the end of the second tutorial campaign, the screen goes all black with notices of missing textures and text.
Posted: Tue May 18, 2010 2:11 am
by pipfromslitherine
Ah - as you can probably tell there is a change to the styling happening - I am guessing there are some missing assets on the campaign completion screens.
Thanks!
Pip
Ingame feedback from: Obsolete
Posted: Tue May 18, 2010 2:45 am
by 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