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Re: Bug Reports
Posted: Sat Mar 21, 2020 4:55 pm
by rzwicker
jeffoot77 wrote: ↑Sat Mar 21, 2020 4:16 pm
if you want your custom army, u just have to delete all units alreday on field with " del" : it will give you back the prestige of the cost of the units , it takes 30 secondes ...
then make your own army
Thanks, this does seem to work. I thought disbanding a unit would return only partial prestige but it appears to be the full amount.
Re: Bug Reports
Posted: Sat Mar 21, 2020 5:03 pm
by Mirek69
Coop not work, maps Husky Assault, Minsk
Re: Camo list
Posted: Sat Mar 21, 2020 8:14 pm
by MickMannock
Do I have to activate the camos? Cause I have a lot less now, than during the beta. I only have 9 or 10 German skins for example, and it's a lot less during the beta.
Re: Camo list
Posted: Sat Mar 21, 2020 8:59 pm
by Patrick Ward
MickMannock wrote: ↑Sat Mar 21, 2020 8:14 pm
Do I have to activate the camos? Cause I have a lot less now, than during the beta. I only have 9 or 10 German skins for example, and it's a lot less during the beta.
If you've got the Standard rather than the General Edition then yes, you'll have less. The beta included everything.
Pat
Re: Bug Reports
Posted: Sat Mar 21, 2020 9:18 pm
by Lokesz
rzwicker wrote: ↑Sat Mar 21, 2020 3:49 pm
Lokesz wrote: ↑Sat Mar 21, 2020 11:56 am
My general has "slow modernization". After 3 upgrades the upgrade-button becomes disabled. This makes it impossible to overstrength other units. Fortunately applying overstrength can be done before upgrading units.
It sounds like this is exactly what "slow modernization" is supposed to do. Not a bug as far as i can tell.
Nope, "slow modernization" should only effect unit upgrades. Description: "Transport upgrades and overstrength do not count." Before the 3rd upgrade it is possible to change every unit. After the 3rd upgrade the screen for transport upgrades and overstrenth is blocked for the rest of the scenario.
Re: Bug Reports
Posted: Sun Mar 22, 2020 12:32 am
by colberki
I noticed the same bug. As a workaround, I do all needed transport and overstrength first.
Re: Bug Reports
Posted: Sun Mar 22, 2020 2:36 am
by Hemi
On the results screen, at the top were units in reserve -they were never deployed. That doesn't seen right somehow
Re: Bug Reports
Posted: Sun Mar 22, 2020 6:15 am
by Real_MultiPlayer
Are Anti Tank units meant to fire in support of other anti tank units? My 128mm Arty didnt fire in support of my 128mm at gun .. My 128mm arty only sometimes fires as a battery response sometimes in support of units when the enemy arty is 4 spaces away some times when its only 3 not all the time.. tested via hot seat re arranging units to diff configurations.
Re: Camo list
Posted: Sun Mar 22, 2020 7:46 am
by miv79
https://clip2net.com/s/46yNd9h
I have an extended version and there is a bug with camouflage in that infantry units with camouflage have a bug with transport, the texture is white, maybe the same with artillery.
Re: Bug Reports
Posted: Sun Mar 22, 2020 2:36 pm
by SSLConf_pewp3w
Real_MultiPlayer wrote: ↑Sun Mar 22, 2020 6:15 am
Are Anti Tank units meant to fire in support of other anti tank units? My 128mm Arty didnt fire in support of my 128mm at gun .. My 128mm arty only sometimes fires as a battery response sometimes in support of units when the enemy arty is 4 spaces away some times when its only 3 not all the time.. tested via hot seat re arranging units to diff configurations.
I don't know if that is the problem you are having, but there are different support modes. Some guns will only fire in support against soft attack(infantry etc.), some will only fire against hard attack (tanks mainly), some will fire against air attack and some will counter enemy artillery fire. Some units combine multiple of these support modes. You can check the traits of the unit to see whether it will support. Concerning range: Units on high ground apparently get +1 range
Re: Bug Reports
Posted: Sun Mar 22, 2020 3:10 pm
by dalfrede
Real_MultiPlayer wrote: ↑Sun Mar 22, 2020 6:15 am
Are Anti Tank units meant to fire in support of other anti tank units?
No, AT support does not protect AT.
This is so AT units do not support other AT units, I assume this applies to Art with AT support since both use the same ATsupport trait.
I believe this is to keep AT from getting too powerful.
Re: Bug Reports
Posted: Sun Mar 22, 2020 5:34 pm
by Mirek69
Multiplayer coop maps : Crash
Unhandled Exception: 0xe06d7363
PanzerCorps2_Win64_Shipping!MultiplayerEngine::Run() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\Multiplayer.cpp:53]
PanzerCorps2_Win64_Shipping!std::_Func_impl_no_alloc<``UEGameInstance::PlayMultiplayer'::`2'::<lambda_1>::operator()'::`2'::<lambda_1>,void,GameEngine *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.24.28314\INCLUDE\functional:927]
PanzerCorps2_Win64_Shipping!AGame::Initialize() [C:\Projects\PanzerCorps2\New\trunk\Source\PanzerCorps2\Game.cpp:81]
PanzerCorps2_Win64_Shipping!TBaseFunctorDelegateInstance<void __cdecl(UWorld *,UWorld::InitializationValues),`AGame::Serialize'::`11'::<lambda_1> >::ExecuteIfSafe() [C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:1002]
PanzerCorps2_Win64_Shipping!UWorld::InitWorld()
PanzerCorps2_Win64_Shipping!UEngine::LoadMap()
PanzerCorps2_Win64_Shipping!UEngine::Browse()
PanzerCorps2_Win64_Shipping!UEngine::TickWorldTravel()
PanzerCorps2_Win64_Shipping!UGameEngine::Tick()
PanzerCorps2_Win64_Shipping!FEngineLoop::Tick()
PanzerCorps2_Win64_Shipping!GuardedMain()
PanzerCorps2_Win64_Shipping!GuardedMainWrapper()
PanzerCorps2_Win64_Shipping!WinMain()
PanzerCorps2_Win64_Shipping!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Re: Camo list
Posted: Sun Mar 22, 2020 7:48 pm
by MickMannock
Patrick Ward wrote: ↑Sat Mar 21, 2020 8:59 pm
MickMannock wrote: ↑Sat Mar 21, 2020 8:14 pm
Do I have to activate the camos? Cause I have a lot less now, than during the beta. I only have 9 or 10 German skins for example, and it's a lot less during the beta.
If you've got the Standard rather than the General Edition then yes, you'll have less. The beta included everything.
Pat
I bought the Marshal edition. Doesn't that include all camos?
Re: Bug Reports
Posted: Sun Mar 22, 2020 9:38 pm
by HunterHH
I dont know why ... but after i landed in the desert (Afrika Corps after Paris) - my Blitz_Trucks seem to loose thier textures.
https://prnt.sc/rkrx88
The italian Transport looks fine. Changing the Camo to "Feldgrau" doesn't fix the error (at least noch while the game is running)
https://prnt.sc/rkt2yl
Re: Camo list
Posted: Mon Mar 23, 2020 1:36 am
by Patrick Ward
MickMannock wrote: ↑Sun Mar 22, 2020 7:48 pm
Patrick Ward wrote: ↑Sat Mar 21, 2020 8:59 pm
MickMannock wrote: ↑Sat Mar 21, 2020 8:14 pm
Do I have to activate the camos? Cause I have a lot less now, than during the beta. I only have 9 or 10 German skins for example, and it's a lot less during the beta.
If you've got the Standard rather than the General Edition then yes, you'll have less. The beta included everything.
Pat
I bought the Marshal edition. Doesn't that include all camos?
Yes it does. Are you saying you've only got the defaults? If so could you select a German unit and open the camo panel, screen shot it and post it in the Bugs reporting post. I didn't remove any camo so the General and FM should have everything.
Pat
Re: Bug Reports
Posted: Mon Mar 23, 2020 6:57 am
by Real_MultiPlayer
Bug report:
Is it a bug when an enemy destroys my unit that on the next turn, none of my units can go to that hex?
It shows a path through the hex but wont let me stop there.
This also affected my air units that also could not stop/attack from the same hex that one of my destroyed tanks was located.
And b4 you all call me a Noob !! the Ai didnt kill my tank ...... it was a REAL person ... so this was in multiplayer , I dont know if that makes a difference.
Re: Bug Reports
Posted: Mon Mar 23, 2020 8:28 am
by Pingunator
Fighter Planes seem to get Maluses when placed over a River Hex, wich doesnt make sence to me. Assume its a Bug.
Also, i cant replace Prototype and captured Units while in a Mission. I dont know for sure if its a Bug or intended.
Re: Bug Reports
Posted: Mon Mar 23, 2020 12:36 pm
by Resolute
Pingunator wrote: ↑Mon Mar 23, 2020 8:28 am
Also, i cant replace Prototype and captured Units while in a Mission. I dont know for sure if its a Bug or intended.
Protoypes and captured units can only be repaired to a certain extent due to their limited availability which is shown in the brackets. Example: The Stug has a maximum strength of 20. Those will get used up by repairing/OS your vehicle.
Re: Bug Reports
Posted: Mon Mar 23, 2020 1:55 pm
by Patrick Ward
Real_MultiPlayer wrote: ↑Mon Mar 23, 2020 6:57 am
Bug report:
Is it a bug when an enemy destroys my unit that on the next turn, none of my units can go to that hex?
It shows a path through the hex but wont let me stop there.
This also affected my air units that also could not stop/attack from the same hex that one of my destroyed tanks was located.
And b4 you all call me a Noob !! the Ai didnt kill my tank ...... it was a REAL person ... so this was in multiplayer , I dont know if that makes a difference.
Sounds like a bug to me. Someone reported a similar issue where a destroyed unit was preventing them capturing a hex so its being looked into.
Pat
Re: Bug Reports
Posted: Mon Mar 23, 2020 2:20 pm
by RolandHorn
This may be similar to a person who posted earlier, but when I upgrade a unit, the name changes making much harder to keep track of each unit's history (using an excel spreadsheet for this since PC1). I have found that if I simply give the unit the previous name, that seems to work. Adding to the confusion, new units purchased may get the name of the original unit. So, for example a unit, 3 Panzer becomes 18 Panzer when upgraded to IIIF. Then if I purchase a new IIIF that one gets the name 3 Panzer. Hope this is clear!