Order of Battle Bug Database

Moderators: The Artistocrats, Order of Battle Moderators

terminator
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5939
Joined: Mon Aug 15, 2011 12:48 pm
Location: the land of freedom

Re: Order of Battle Bug Database

Post by terminator »

I just applied for this project.
GabeKnight
Lieutenant-General - Karl-Gerat 040
Lieutenant-General - Karl-Gerat 040
Posts: 3710
Joined: Mon Nov 27, 2017 10:24 pm

Re: Order of Battle Bug Database

Post by GabeKnight »

@Adam

How would you assess, as an interim report of sorts, the entries done to the BugDB and progression of the BugDB in general so far?
I mean, is it going as expected or are we overcrowding things?
Should there be fixed rules for the names of the topics to easier identify them?
Or maybe some subfolder structure for a better overview?

I think this project's going the right way and if there's something we can do to help, please do tell. :)
AMG
Site Admin
Site Admin
Posts: 106
Joined: Tue Aug 14, 2018 10:44 am

Re: Order of Battle Bug Database

Post by AMG »

GabeKnight wrote: Tue Dec 18, 2018 5:46 pm @Adam

How would you assess, as an interim report of sorts, the entries done to the BugDB and progression of the BugDB in general so far?
I mean, is it going as expected or are we overcrowding things?
Should there be fixed rules for the names of the topics to easier identify them?
Or maybe some subfolder structure for a better overview?

I think this project's going the right way and if there's something we can do to help, please do tell. :)
Hi Gabe,

As far as I can tell, the database is progressing as I expected. I don't feel its overcrowding things. Historically, the devs found it hard to root out all the various bugs for OOB that were posted throughout this forum, so having one location for them all makes the process of resolving them a lot more streamlined.

For Database reporting, naming conventions etc, I've previously followed these steps for ease of use when it comes to bug triage;

Summary structure;

[Bug type][game area/feature]

e.g. [UI Bug][Town names for X scn are truncated throughout the map]
or [Unit Stats Error][Goliath Mine spec error]

This format allows for quick identification and categorisation (by me and the devs).

Description structure;

Provide a concise description of the issue being reported. Link to any relevant forum posts (where necessary), and provide both steps to reproduce the issue (especially if its technical in nature) and screenshots of the issue (especially if its a visual issue).

e.g.
"StuG III B, D & E and Stuh 42 has the Anti-Tank trait but end up as tanks instead.
http://www.slitherine.com/forum/viewtop ... 78#p758878"


For Forum reporting, naming conventions etc;

I will create a sub-forum for all bug threads to be reported. As a rule, one bug per thread (unless there are other ways of triggering the same issue), and the thread title and body should follow the same method as stated for reporting to the database (this will eventually make transferring the bugs quicker as there will be no rewriting involved).

Thread title structure;

[Bug type][game area/feature]

Description structure;

Provide a concise description of the issue being reported. Link to any relevant other forum posts (where necessary, if the bug is affected/caused by another bug), and provide both steps to reproduce the issue (especially if its technical in nature) and screenshots of the issue (especially if its a visual issue).

I hope this answers your questions?
AMG
Site Admin
Site Admin
Posts: 106
Joined: Tue Aug 14, 2018 10:44 am

Re: Order of Battle Bug Database

Post by AMG »

The newly created Bug Submission forum can be found here
GabeKnight
Lieutenant-General - Karl-Gerat 040
Lieutenant-General - Karl-Gerat 040
Posts: 3710
Joined: Mon Nov 27, 2017 10:24 pm

Re: Order of Battle Bug Database

Post by GabeKnight »

AMG wrote: Wed Dec 19, 2018 10:34 am As a rule, one bug per thread (unless there are other ways of triggering the same issue)
OK, noted.
AMG wrote: Wed Dec 19, 2018 10:34 am I hope this answers your questions?
In abundance, thank you very much, Adam. :)

If I've understood the naming convention right, you want the brackets to be included in the text, yes?
(Just double-checking, because those brackets are often used to demonstrate optional inputs)

And I hope you don't mind if I'll continue to update the BugDB directly, without forum posts?
AMG
Site Admin
Site Admin
Posts: 106
Joined: Tue Aug 14, 2018 10:44 am

Re: Order of Battle Bug Database

Post by AMG »

GabeKnight wrote: Wed Dec 19, 2018 4:37 pm If I've understood the naming convention right, you want the brackets to be included in the text, yes?
(Just double-checking, because those brackets are often used to demonstrate optional inputs)

And I hope you don't mind if I'll continue to update the BugDB directly, without forum posts?
That's up to you, brackets or no brackets is fine. I've previously found including them helps when quickly reading through a list of bugs.

And of course, please continue to add bugs directly to the db!

Thanks again,

Happy new year to all!
terminator
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5939
Joined: Mon Aug 15, 2011 12:48 pm
Location: the land of freedom

Re: Order of Battle Bug Database

Post by terminator »

It’s too bad you can’t delete a double bug for example or when you realize that it’s not a real bug in the Order of Battle Bug Database.

What will happen after 04/01/2019 with the 7.1.5 beta ?
fidelio77
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 12
Joined: Fri Nov 23, 2018 4:20 pm

Re: Order of Battle Bug Database

Post by fidelio77 »

As you can see on attached file (can you?) there are completed all primary objectives by 16 turn on operation star scenario and victory has not been triggered. Why is that?
Rork
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 99
Joined: Mon Dec 12, 2011 6:43 am
Location: Bucharest

Re: Order of Battle Bug Database

Post by Rork »

Hello.

Here's what I found so far.

Major problems
Finished Pearl Harbor in the Rising Sun campaign with all objectives done, I only got a Draw result. (Funny fact: if loading scenario in the editor, there's no text in the Mission tab for all outcomes except those for victory.)
Finished Java Sea with all objectives done, I got a Defeat (in the Mission tab no text at all in ALL outcomes). Some time later: finished it a second time, again Defeat, so it's a game breaking bug. Please fix, sooner rather than later, because I don't want to use cheats. (And btw, save file is from the first attempt.)
I'm attaching save files in both cases and a quick solution in the second case would be vastly appreciated, as it stopped my progress.

Minor problems
"Hero of the Rising Sun" and "Pax Americana" achievements bugged: they both unlocked upon defeat (the former can be checked using the save for Java Sea - see above).
Achievement "Order of the Rising Sun" bugged: destroying an unit doesn't trigger it (enemy unit was not surrounded), dealing 5 damage and not destroying it triggered it (save attached as well, look in the south-west, near Dongguan and the second objective you're protecting, for a 6-strength Chinese heavy infantry in contact with a Banzay infantry and a Japanese Cavalry).

WTF problems
Dunno if it's a bug or a feature, but there is no warning for new units becoming available (I noticed on older videos from the game that there were such warnings - as it should be).
Concerning the editor:
- you can't delete scenarios from the editor's UI, you have to do it manually;
- you have to copy a scenario in order to load it instead of simply browsing to it;
- pressing Esc in the editor opens the familiar Options screen from the game with three basic bottom options, two of them being Exit to Menu and Exit to Desktop; if using one of these, a Yes/No screen will open on top of the existing one, but it can't be clicked unless you close the already opened Options screen; exiting the editor directly only works with the Exit to Menu button in its UI;
- I remember reading somewhere that individual scenarios are supposed to be unlocked when completing a campaign, but I've completed three campaigns so far and on the Scenario tab only the scenario I'm playing in the campaign is available;
- related to the above, the code #gimmeall doesn't work, only #giveall does, but it's unclear how, when or why (apparently you have to to restart the game or load a save and exit to menu in order to activate it...)
- maybe include in a future patch keys/shortcuts for save/load and remove the confirmation for quick load (surely it's more important than a key for screen capture, hmmm?)
Attachments
OoB saves.rar
(201.34 KiB) Downloaded 112 times
Last edited by Rork on Fri Jul 31, 2020 9:32 pm, edited 2 times in total.
bru888
Order of Battle Moderator
Order of Battle Moderator
Posts: 6213
Joined: Sun Jan 10, 2016 5:39 pm
Location: United States

Re: Order of Battle Bug Database

Post by bru888 »

Greetings, Rork.

Your major problems are associated with the issue discussed here: viewtopic.php?f=372&t=100454

It's a simple fix; the developers need to comb through their early DLC (U.S. Pacific and Rising Sun only, I believe) and replace all instances of that now-faulty trigger condition with the modern "Scenario turn limit" condition. At least one developer knows about this problem, which means all of them will, and I am sure that a future patch will show that the DLC has been fixed.

As to your other problems, "Minor" and "WTF" ( :wink: ), they look interesting. I want to take a look at what you pointed out and comment further in another post.
- Bru
bru888
Order of Battle Moderator
Order of Battle Moderator
Posts: 6213
Joined: Sun Jan 10, 2016 5:39 pm
Location: United States

Re: Order of Battle Bug Database

Post by bru888 »

Aha, I had an inkling but I confirmed that you are talking about Steam achievements when you refer to "Hero of the Rising Sun" and "Pax Americana":

Image0479.jpg
Image0479.jpg (142.44 KiB) Viewed 4425 times

Well, I know nothing about how these are programmed so all I am doing is boosting the thread and lending moral support. Slitherine and designers The Artistocrats have a great incentive in making sure that their game works well on Steam, and this includes the system of achievements associated with it that add to the fun. Another player has made an inquiry about improving Steam achievements and I am sure that the designers will notice these threads.
- Bru
bru888
Order of Battle Moderator
Order of Battle Moderator
Posts: 6213
Joined: Sun Jan 10, 2016 5:39 pm
Location: United States

Re: Order of Battle Bug Database

Post by bru888 »

So, as to your "what the fudge" issues . . .

- "no warning for new units becoming available" has been repeatedly requested to be restored for quite a while now. No one knows why the developers have not responded.
- "can't delete scenarios from the editor's UI"; yes, the "Yes" key doesn't work:

Screenshot 1.jpg
Screenshot 1.jpg (240.7 KiB) Viewed 4421 times
Screenshot 2.jpg
Screenshot 2.jpg (292.39 KiB) Viewed 4421 times

- "have to copy a scenario in order to load it instead of simply browsing to it"; true. The editor is designed to look only in one specific folder. Of the things that we have discussed so far, however, I would say that this has the lowest priority because it's just the way the editor was designed. I am looking for fixes and important improvements.
- "pressing Esc in the editor opens the familiar Options screen from the game with three basic bottom options . . ."; yes, for the seem reason as above; that is, the "Yes" key doesn't work:

Screenshot 3.jpg
Screenshot 3.jpg (252.48 KiB) Viewed 4421 times
Screenshot 4.jpg
Screenshot 4.jpg (244.17 KiB) Viewed 4421 times

Continued . . .
- Bru
bru888
Order of Battle Moderator
Order of Battle Moderator
Posts: 6213
Joined: Sun Jan 10, 2016 5:39 pm
Location: United States

Re: Order of Battle Bug Database

Post by bru888 »

- "individual scenarios are supposed to be unlocked when completing a campaign"; it seems to be working for me; I just nuked through the first five scenarios of Red Steel and here they are in the Red Steel scenarios folder:

Screenshot 5.jpg
Screenshot 5.jpg (270.71 KiB) Viewed 4415 times

- "the code #gimmeall doesn't work, only #give all does"; neither works as far as I know but, testing it just now, I noticed something interesting. The game will accept "give," "give all," "giveall" (all of which I tried, in case I did not understand what you typed) but it does its usual virtual shrug over something that it does not recognize as a valid cheat code; i.e., nothing. However, it will not accept "gimmeall" which is the old cheat code for this purpose. It's as if the developers specifically excluded this on purpose. If so, then the capability will not be restored, I would imagine. You can always nuke your way through all the scenarios to release them.
- "maybe include in a future patch keys/shortcuts for save/load . . ."; I will be honest; I have been playing this game for over 4 years and I have yet to use these shortcuts. I am not sure what they do; trying them just now, both in the editor and gameplay, I crashed the program.

Screenshot 8.jpg
Screenshot 8.jpg (34.54 KiB) Viewed 4415 times

Good comments and suggestions, thanks. Unfortunately, I am only a forum moderator and thus unable to do anything about them but talk! :)

Also unfortunately, some of the issues just occurred with the UI upgrade that took place with 8.4.x. I am under the impression that the developers continue to review and resolve them.

But fortunately, there seems to have been a recent turnover in designer staffing, as evidenced by renewed interaction with the community and more frequent patching. When I see this, I have confidence that this game will continue to improve.
- Bru
Rork
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 99
Joined: Mon Dec 12, 2011 6:43 am
Location: Bucharest

Re: Order of Battle Bug Database

Post by Rork »

First of all, thanks for all your replies, Bruce (corrected, as bru888 sounded... bizarre).

(I'm posting a general reply, as quoting would be... well, impractical :P .)

A simple fix it may be, but meanwhile it puts my entire momentum on hold. And momentum is hard to build in a game as frustrating as OoB. Well, on the bright side, the devs know about it (but it'd sure be nice to drop a few lines about it, every now and then, to people who've invested quite some time in their game).
I've read the threads you pointed me to. I'm not very savvy with the editor (which is a nightmarish mess imho, esp. when compared to Panzer Corps' editor), but couldn't this be fixed by editing some of the scenarios' settings? If possible, it could provide a quicker solution until the patch arrives.

Yes, those are the Steam achievs I was talking about. Sorry for not clarifying this, I thought it was obvious :oops: . Again seeing the half-full glass, at least these bugs trigger said achievs, not makes them forever locked. I don't really expect any solution here, as achievs seems very low priority around here (Panzer Corps' Grandest Campaigner is still broken to this day, despite lots of reports about it :cry: ).

What the fudge indeed - so glad you read it the correct way :twisted: .

That Yes key starts working if you first click Close on the Options menu which is underneath it (again, should've been clearer here).

I've completed three campaigns so far, and nothing is available under the Scenarios tab. It only shows current campaign and scenario.

Ouch, I made a typo (corrected now): it's #giveall. This one works... sort of, I never know how exactly. Here's what usually works for me:
1. Launch game, type code in main menu, check Single Player, no scenarios unlocked.
2. Launch Editor, exit it, enter code again, check SP and everything's in there.
It might be more complicated than this, because I also tried #gimmeall, and then #giveall, also restarted the game between steps 1 and 2 and even loaded a save and exit back to main menu. Plus the unlocked scenarios may be there for some time, then vanish and you have to restart this fun exercise all over again.
Fun fact for the devs: this procedure also unlocked the scenarios from the second Russian campaign, even though I hadn't yet bought it at the time :lol: .
Not-so-fun fact: why would you make these scenarios so inaccessible in the first place?

F5 saves your game on-the-fly (so to say), without taking you out of it (that is, no menu, edit save name, accept bla-bla-bla). F8 is supposed to instantly load your game (that's how it works in every other game I've ever played). Not so in OoB, where you have to go through a confirmation screen, thereby negating the purpose of a quick load. Using hotkeys or combos for saving and loading the game is another given in the gaming business (a good example is Panzer Corps, with Ctrl +S and Ctrl + L). It's usually faster and easier than clicking and navigating in another menu, but no as handy as quicksaving/loading. But hey, it doesn't really matter as long as we can put capture screen on a hotkey, right? :evil: In any case, F5 and F8 have never crashed the game for me. And they're definitely not intended for the editor (hence your crash? :idea: ).

Frankly - and God knows how much I'd like to be wrong about this - I don't see much room for improving and I don't even think it's possible at all. As of now, the game is a mix of frustrations and absurdities with moments in-between, hard to recommend even to wargamers...
Last edited by Rork on Sat Aug 01, 2020 8:07 am, edited 1 time in total.
Rork
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 99
Joined: Mon Dec 12, 2011 6:43 am
Location: Bucharest

Re: Order of Battle Bug Database

Post by Rork »

Forgot to add (and it's a bit besides the main point of the thread): if you nuke your way (as you so aptly put it :mrgreen: ) through a scenario while playing a campaign, will you get all secondary objectives too along with their rewards (commanders, extra units, campaign variables, etc.)?
GabeKnight
Lieutenant-General - Karl-Gerat 040
Lieutenant-General - Karl-Gerat 040
Posts: 3710
Joined: Mon Nov 27, 2017 10:24 pm

Re: Order of Battle Bug Database

Post by GabeKnight »

bru888 wrote: Fri Jul 31, 2020 8:30 pm - "the code #gimmeall doesn't work, only #give all does"; neither works as far as I know but,
God...even one of the Slitherine people said that once... :roll:
Of course it works. Always has. The only "strange" thing is that it has to entered in the campaign screen.

And yes, it unlocks even scens from DLCs that you haven't bought, but you won't be able to play beyond deployment stage.
bru888 wrote: Fri Jul 31, 2020 8:30 pm - "maybe include in a future patch keys/shortcuts for save/load . . ."; I will be honest; I have been playing this game for over 4 years and I have yet to use these shortcuts. I am not sure what they do; trying them just now, both in the editor and gameplay, I crashed the program.
Same for me, as the game saves every turn anyway. But I do need the screen capture hotkey quite often... :lol:
Rork wrote: Fri Jul 31, 2020 10:06 pm That Yes key starts working if you first click Close on the Options menu which is underneath it (again, should've been clearer here).
Noticed that as a "workaround", too. The message boxes appear to be on an inactive layer.
Rork wrote: Fri Jul 31, 2020 10:06 pm [...]), but couldn't this be fixed by editing some of the scenarios' settings? If possible, it could provide a quicker solution until the patch arrives.
Sure. Got to the link that Bruce provided and see screenshot2. Basically you only have to check the "scen turn limit" checkbox within the scenarios for the respective objective triggers. But isn't it much easier to use the #overtime 1 cheat? It takes like 10 seconds to input and the scens work perfectly then.
Rork wrote: Fri Jul 31, 2020 10:14 pm Forgot to add (and it's a bit besides the main point of the thread): if you nuke your way (as you so aptly put it :mrgreen: ) through a scenario while playing a campaign, will you get all secondary objectives too along with their rewards (commanders, extra units, campaign variables, etc.)?
Nope. To make that work with cheat codes - is a bit more complicated (but possible).

EDIT: And I have two more "WTF", if you want:
- right-click during the briefing on the mini-map (strat. view) and then back....
- if you upgrade units placed on the map during deployment, it reveals the FOW around those units, showing nearby enemy units.
Rork
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 99
Joined: Mon Dec 12, 2011 6:43 am
Location: Bucharest

Re: Order of Battle Bug Database

Post by Rork »

GabeKnight wrote: Sat Aug 01, 2020 3:28 am Of course it works. Always has. The only "strange" thing is that it has to entered in the campaign screen.
You mean: Main menu, select Single Player, then activate the code while in Campaigns tab? If yes, it is quite possible that I haven't tried that yet. Will do so as soon as the freshly unlocked scenarios due to last night experimenting expire (they're a bit like fresh food, ennit? :mrgreen: ) and report back.
GabeKnight wrote: Sat Aug 01, 2020 3:28 amAnd yes, it unlocks even scens from DLCs that you haven't bought, but you won't be able to play beyond deployment stage.
Didn't even open them, perish the thought, just struck me as a nice unintended borderline fummy touch in an otherwise slightly surreal game, UI and all :twisted: .
GabeKnight wrote: Sat Aug 01, 2020 3:28 amSame for me, as the game saves every turn anyway. But I do need the screen capture hotkey quite often... :lol:
Minor detail, to be sure, but meaningful if you take into consideration a whole other bunch of needlessly convoluted UI "features" that sometimes seem to be there just for the sake of being... different.
GabeKnight wrote: Sat Aug 01, 2020 3:28 am Sure. Got to the link that Bruce provided and see screenshot2. Basically you only have to check the "scen turn limit" checkbox within the scenarios for the respective objective triggers. But isn't it much easier to use the #overtime 1 cheat? It takes like 10 seconds to input and the scens work perfectly then.
So let me get this straight, step by step:
1. Copy scenario in the editor, open it and go to Triggers tab.
2. Click Victory Timer Expires button.
3. Click Check Turn (under Conditions).
4. Check Scenario Turn Limit option. (So why not put in Turn 30 instead? Also Pearl Harbor has no such option.)
5. Close and save scenario.
6. Exit Editor.
7. Copy modifed scenario in its campaign folder in Steam\steamapps\common\Order of Battle Pacific\Order of Battle - WW2_Data\Content\Campaigns\
8. Load your end save and proceed (does it work with an existing save?).
That about sums it?
The cheat code is the same for every scenario that is affected by this bug and works with existing saves? I've tried it with two different saves from Java Sea and in one instance it provided the campaign bonuses accumulated so far, in the other it didn't. It also worked with Pearl Harbor.
GabeKnight wrote: Sat Aug 01, 2020 3:28 amNope. To make that work with cheat codes - is a bit more complicated (but possible).
I suspected as much, which is why using this isn't an option. Thanks for clarifying this.
GabeKnight wrote: Sat Aug 01, 2020 3:28 am EDIT: And I have two more "WTF", if you want:
- right-click during the briefing on the mini-map (strat. view) and then back....
- if you upgrade units placed on the map during deployment, it reveals the FOW around those units, showing nearby enemy units.
Ohhh, I have plenty more of those, all extremely unlike to be ever addressed 8) . Just saving them for a series of Steam reviews, but I can also list them here, if anyone thinks it helps. Though I somehow very much doubt they'll ever come to their senses and implement an Undo Move option (heck, they did it again in FG2).
Your first one was on the list as well. Haven't yet noticed your second one (useful tip, I'll keep it in mind :P ), but I did notice in the Rising Sun campaign that I can deploy an unit from the imported Morning Sun core, upgrade it for free (it worked for infantry and recon planes), then undeploy it and get back the "money". You now have in your imported core new units kept up to date and with some XP as well. As a bonus, if you've acquired specialisations to buy units with one star (such as Flight School, for instance), you can deploy a corresponding unit with less than one star XP from your imported core, undeploy it and it'll complete one star.
GabeKnight
Lieutenant-General - Karl-Gerat 040
Lieutenant-General - Karl-Gerat 040
Posts: 3710
Joined: Mon Nov 27, 2017 10:24 pm

Re: Order of Battle Bug Database

Post by GabeKnight »

Rork wrote: Sat Aug 01, 2020 9:15 am You mean: Main menu, select Single Player, then activate the code while in Campaigns tab? If yes, it is quite possible that I haven't tried that yet. Will do so as soon as the freshly unlocked scenarios due to last night experimenting expire (they're a bit like fresh food, ennit? :mrgreen: ) and report back.
Yeah, the screen between scens with the map where you can switch difficulties. You can start a new campaign and enter it there.

But since v8, I think, the unlocked scens don't "stick" anymore and reset if you play any stock scens.
Rork wrote: Sat Aug 01, 2020 9:15 am So let me get this straight, step by step:
1. Copy scenario in the editor, open it and go to Triggers tab.
[...]
8. Load your end save and proceed (does it work with an existing save?).
That about sums it?
Yeah, but you have to do it inside EVERY trigger that's connected to a objective. Primary and sometimes even secondary. For every single scen! The screenshot was just ONE example.
And be sure to make backups of the original files first!
(and no, you won't see the changes from editing if you load from existing savegames)
Rork wrote: Sat Aug 01, 2020 9:15 am The cheat code is the same for every scenario that is affected by this bug and works with existing saves? I've tried it with two different saves from Java Sea and in one instance it provided the campaign bonuses accumulated so far, in the other it didn't. It also worked with Pearl Harbor.
The "#overtime 1" cheat (or rather: console command) gives you one additonal turn in the scen. Nothing more.

The "#igotnukes" cheat ends the scen as MajorVictory, but only for campaign progression. If you want the bonuses, the respective triggers must be activated inside the scen. You keep all unlocked rewards up until the time you enter the code in the scen. If you do it on turn 1, you get nothing. If you wait until the second last turn to enter it, you'll keep what you kill.
Rork wrote: Sat Aug 01, 2020 9:15 am
GabeKnight wrote: Sat Aug 01, 2020 3:28 am EDIT: And I have two more "WTF", if you want:
- right-click during the briefing on the mini-map (strat. view) and then back....
- if you upgrade units placed on the map during deployment, it reveals the FOW around those units, showing nearby enemy units.
Haven't yet noticed your second one (useful tip, I'll keep it in mind :P ), but I did notice in the Rising Sun campaign that I can deploy an unit from the imported Morning Sun core, upgrade it for free (it worked for infantry and recon planes), then undeploy it and get back the "money". You now have in your imported core new units kept up to date and with some XP as well.
And it's not only with upgrading units, BTW, I think it also works if you use the "amphibious" switch, e.g. DUKW, LVTs, SBS with canoes, etc. during deployment stage. I remember once to have scouted a whole coast on some invasion/landing scen prior to deploying my forces. I could see every foxhole, mine or hidden infantry...
Could be useful in tournaments... :wink:

The imported units mechanic upgrades for "just" the differential RP amount. Works in every campaign. But only during deplyoment phase, not if you deploy mid-scen.
Rork wrote: Sat Aug 01, 2020 9:15 am As a bonus, if you've acquired specialisations to buy units with one star (such as Flight School, for instance), you can deploy a corresponding unit with less than one star XP from your imported core, undeploy it and it'll complete one star.
This is finally working as it should. Every new unit that's bought and deployed (even reformed units) should have the minimal experience as stated by the spec. Working as designed (in my opinion).
bru888
Order of Battle Moderator
Order of Battle Moderator
Posts: 6213
Joined: Sun Jan 10, 2016 5:39 pm
Location: United States

Re: Order of Battle Bug Database

Post by bru888 »

This lively discussion is gratifying but unfortunately I stopped reading at this point:
GabeKnight wrote: Sat Aug 01, 2020 3:28 am
bru888 wrote: Fri Jul 31, 2020 8:30 pm - "the code #gimmeall doesn't work, only #give all does"; neither works as far as I know but,
God...even one of the Slitherine people said that once... :roll:
Of course it works. Always has. The only "strange" thing is that it has to entered in the campaign screen.
I swear that I tried #gimmeall several times without result; I tried it again just now, and failed on the first time but finally succeeded on the second. I copied and pasted #gimmeall so it wasn't faulty typing.

Sure, I saw Shards' post but things change from version to version in this game, you know? And from official version to one's private mod as well, I might add. Nevertheless, the cheat code does work, even if only intermittently.

So you are right once again, Gabe, but you are wrong in your approach to correcting misstatements made in attempts to help people. Your exasperation, calling upon "God" here for example, is misplaced. It's not the correction that matters - that is always appreciated - it's the tone. And this is not the first time it's been exhibited.

Therefore, here is my new policy: Since you have all the answers, and are seemingly irritated by inaccuracies stated by others, I am going to assume that you will come along and answer inquiries correctly in the first place, thereby saving you some aggravation. It's a big responsibility; I hope you are up to it.

Rork, thanks for your input. Please hang around; we need forum members like you with fresh ideas and the willingness to impart them for the sake of the game.

Carry on, gentlemen.
- Bru
Rork
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 99
Joined: Mon Dec 12, 2011 6:43 am
Location: Bucharest

Re: Order of Battle Bug Database

Post by Rork »

GabeKnight wrote: Sat Aug 01, 2020 1:51 pmYeah, the screen between scens with the map where you can switch difficulties. You can start a new campaign and enter it there.
I'm lost here, because I was talking about another screen. Could you please post an image with the precise screen where you have to activate the console command?
GabeKnight wrote: Sat Aug 01, 2020 1:51 pmThe "#overtime 1" cheat (or rather: console command) gives you one additonal turn in the scen. Nothing more.
Um... actually it didn't. I mean, the scenario ended exactly as usual, but with the Victory outcome, there was no extra turn. Or maybe I didn't pay attention to that, elated as I was to be able to continue the campaign :shock: ...
Other than that, if this method circumvents the problem every time it rears its ugly head, it's a keeper. Editing scenarios in God knows how many places (thought it was only in that one particular spot), coupled with copying them back and forth and backups is a little too much for my time and nerves.
GabeKnight wrote: Sat Aug 01, 2020 1:51 pmThe "#igotnukes" cheat ends the scen as MajorVictory, but only for campaign progression. If you want the bonuses, the respective triggers must be activated inside the scen. You keep all unlocked rewards up until the time you enter the code in the scen. If you do it on turn 1, you get nothing. If you wait until the second last turn to enter it, you'll keep what you kill.
Oh, that's good to know, many thanks.
GabeKnight wrote: Sat Aug 01, 2020 1:51 pmAnd it's not only with upgrading units, BTW, I think it also works if you use the "amphibious" switch, e.g. DUKW, LVTs, SBS with canoes, etc. during deployment stage. I remember once to have scouted a whole coast on some invasion/landing scen prior to deploying my forces. I could see every foxhole, mine or hidden infantry...
Could be useful in tournaments... :wink:
Oh yes, noticed that too, but I didn't file it under Bugs as I was still reeling from having discovered that a Jeep recon unit could be upgraded in the middle of the jungle to a recon plane... and back, if needs shoud dictate so :lol: .
You know, this could very quickly escalate into a it's-a-feature-not-a-bug contest, to see who caught more (certainly not the devs, eh :twisted: ?).
No online play for me with OoB, it's too slow and much of a chore as it is to have it compounded by human tactics. Just want to finish it and take it out of my system (both literally and figuratively), as it's a permanent source of massive overheating.
GabeKnight wrote: Sat Aug 01, 2020 1:51 pmThe imported units mechanic upgrades for "just" the differential RP amount. Works in every campaign. But only during deplyoment phase, not if you deploy mid-scen.
Let me give you an example. I finshed Morning Sun with a Heavy Infantry 1940; through the method I described, it was still in the core, but upgraded to 1941 version with zero $ spent in the process. And yes, good point, it only works during deployment.
Locked

Return to “Order of Battle : World War II - Tech Support”