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Re: 66 things . . .
Posted: Tue Jul 12, 2016 8:31 pm
by Cunningcairn
I've just setup another DAG non-multiplayer game between Romans and Gauls. There are no skateboards on the elements during deployment. Skateboards appear again after deployment.
Re: 66 things . . .
Posted: Tue Jul 12, 2016 8:51 pm
by Cunningcairn
stockwellpete wrote:Cunningcairn wrote:Roman RoR game.
Bugs appear to be fixed. I was able to deploy and "skateboards" are missing. Is this the case or are the bugs only there with new lists?
Which bugs are fixed? All of them?

They have now reappeared after deployment? They are actually more useful during deployment so you can easily identify allies. There should be an option for removing the skateboards.
Re: 70 things . . .
Posted: Wed Jul 13, 2016 10:52 am
by NikiforosFokas
Sorry i am not sure if it is arleady said but you can now change the evading status of a unit (Never, Always or AI) only before you finish your move with it. In the old FOG that was not the case.
Re: 70 things . . .
Posted: Wed Jul 13, 2016 2:08 pm
by stockwellpete
NikiforosFokas wrote:Sorry i am not sure if it is arleady said but you can now change the evading status of a unit (Never, Always or AI) only before you finish your move with it. In the old FOG that was not the case.
Yes, it is number 67 on the list. Thanks.

Re: 70 things . . .
Posted: Wed Jul 13, 2016 8:18 pm
by Cunningcairn
stockwellpete wrote:NikiforosFokas wrote:Sorry i am not sure if it is arleady said but you can now change the evading status of a unit (Never, Always or AI) only before you finish your move with it. In the old FOG that was not the case.
Yes, it is number 67 on the list. Thanks.

If the skirmisher ends outside the command area of a general the evade setting cannot be changed. You can change it if it ends within the command of a general.
Allied troops get double moves when in the command range of the CinC and not their own general. This is not the case with sub generals.
Re: 70 things . . .
Posted: Thu Jul 14, 2016 12:39 am
by Jakdaw
Just to add a few things I've noticed: During re-play, the evade statuses of your opponent's units are displayed. Skirmishers in woods (at the edge) remained 'hidden' after shooting. F.O.W. and double moves are available in scenario games but not D.A.G.
Re: 70 things . . .
Posted: Thu Jul 14, 2016 10:21 am
by notjustdon
Just played a turn in which a unit was allowed to charge into a hex which seemed to be occupied by an enemy unit to melee with another unit next to it. Was not sure if the unit that was in the hex that became occupied was a routed unit that got left behind when destroyed or what.
Another point that seems to occur is that units don't seem to rout of the edges of the playing area. They hit the edge and then rout along the edge towards the baseline and then come off. The problem is that a pursuing enemy pursues until the enemy is destroyed or reaches the base edge.
Cheers
notjustdon
Re: 70 things . . .
Posted: Thu Jul 14, 2016 7:24 pm
by bloodphoenix
A Light Cavalry unit (bow+Lt Spear) refused an order to charge, even though the target was a routing unit. I don't believe this was possible in the original?
A chariot unit Disrupted by archery was charged by an Elephant, and suffered a cohesion step loss in melee combat. Rather than becoming Fragmented, it displayed "DD". On the following turn, after additional melee losses, it Routed.
Both BUGS I should think...
Re: 70 things . . .
Posted: Thu Jul 14, 2016 8:13 pm
by stockwellpete
The latest development is that I am helping Dan by providing save game files containing situations that illustrate the bugs in the new system. This will help him quite a bit as he will not have to try and re-create the bug himself - he can just use the file that I have provided. If you look at the first post in the thread you will see in bold text (BUG: file passed to Dan 14/7) next to some of the bug entries. That means Dan now has a file illustrating the issue. Over the next week or so I will try and send as many files as possible so that most of the issues are covered. If you are able to help with this at all please contact me by PM.
Re: 70 things . . .
Posted: Thu Jul 14, 2016 8:55 pm
by MikeMarchant
bloodphoenix wrote:A Light Cavalry unit (bow+Lt Spear) refused an order to charge, even though the target was a routing unit. I don't believe this was possible in the original?
A chariot unit Disrupted by archery was charged by an Elephant, and suffered a cohesion step loss in melee combat. Rather than becoming Fragmented, it displayed "DD". On the following turn, after additional melee losses, it Routed.
Both BUGS I should think...
On the charge refusal point, I am sure I have had units refusing to charge enemy routed units in the original version. I can't be absolutely sure (memory's not that good), but I am fairly certain.
Best Wishes
Mike
Re: 70 things . . .
Posted: Fri Jul 15, 2016 12:05 am
by Jakdaw
MikeMarchant wrote:bloodphoenix wrote:A Light Cavalry unit (bow+Lt Spear) refused an order to charge, even though the target was a routing unit. I don't believe this was possible in the original?
A chariot unit Disrupted by archery was charged by an Elephant, and suffered a cohesion step loss in melee combat. Rather than becoming Fragmented, it displayed "DD". On the following turn, after additional melee losses, it Routed.
Both BUGS I should think...
On the charge refusal point, I am sure I have had units refusing to charge enemy routed units in the original version. I can't be absolutely sure (memory's not that good), but I am fairly certain.
Best Wishes
Mike
Just had a LC refuse to contact a camp!
Re: 70 things . . .
Posted: Fri Jul 15, 2016 6:59 am
by stockwellpete
MikeMarchant wrote:On the charge refusal point, I am sure I have had units refusing to charge enemy routed units in the original version. I can't be absolutely sure (memory's not that good), but I am fairly certain.
Maybe they were "disrupted" themselves?
Re: 77 things . . .
Posted: Sat Jul 16, 2016 8:03 am
by bloodphoenix
I don't remember the LC being Disrupted, but it is possible.
I've since discovered that the letters over the units represent both cohesion loss due to casualties, and disorder due to terrain effects. So a unit displaying "DD" is intentional, and represents "Disrupted" and "Disordered". The level of disruption to the formation, "Disordered" or "Severely Disordered" (which is an "S") is always the second letter.
Re: 77 things . . .
Posted: Sun Jul 17, 2016 9:25 am
by stockwellpete
I am not sure if number 3 is a bug now . . .
3) When a unit has moved as far as it can and/or it has fired it goes a darker colour to signify that its turn is finished. However, some units retain their normal colour even when it is not possible to do anything else with them that turn.(BUG)
I think the units retaining their normal colour might still be able to change facing.
78) Sometimes it is not possible to move a unit at all. (BUG: file sent to Dan 17/7)
79) A mounted knight unit was able to move through a friendly HF unit. (BUG: file sent to Dan 17/7)
80) Light artillery units are able to move into melee contact with enemy units. (BUG: file sent to Dan 17/7)
Re: 83 things . . .
Posted: Tue Jul 19, 2016 7:48 pm
by stockwellpete
81) There is no sound effect when a unit "anarchy" charges. (BUG)
82) A unit pursued a routed enemy unit even though it was still in contact with another enemy unit. (BUG: file sent to Dan 19/7)
83) Result screen at the of a game does not always show the correct result. (BUG)