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Posted: Sun May 01, 2011 5:13 am
by Obsolete
I have more than one occasion where I was not able to over-strength my Tigers for an unknown reason.

Posted: Sun May 01, 2011 6:45 am
by Kerensky
Deploy hex functionality covered in item #2. Acknowledged but currently not addressed.
Obsolete wrote:I have more than one occasion where I was not able to over-strength my Tigers for an unknown reason.
Without more details, I can't assign this problem a formal report number.
Do you have screenshots? Save file? Check your prestige pool? Check if your Tigers lost experience because of upgrade?

Posted: Sun May 01, 2011 8:33 am
by Kerensky
65. Hex 33,0 in USA cannot be captured, hex is out of movement bounds of the map.

Posted: Sun May 01, 2011 10:17 am
by uran21
Obsolete wrote:The deploy hexes seem wrong. I can often deploy into hexes that are even under control by my enemy.
Which scenario/scenarios?

Posted: Sun May 01, 2011 4:11 pm
by Obsolete
Unfortunately, I can't tell since there is no way that I was aware to bring up the scenario info at any given time.

Maybe I missed something.

Posted: Sun May 01, 2011 9:01 pm
by Obsolete
Kerensky wrote:Deploy hex functionality covered in item #2. Acknowledged but currently not addressed.
Obsolete wrote:I have more than one occasion where I was not able to over-strength my Tigers for an unknown reason.
Without more details, I can't assign this problem a formal report number.
Do you have screenshots? Save file? Check your prestige pool? Check if your Tigers lost experience because of upgrade?
It's possible there were some mis-calculations on my side. With elite being 4x as costly, I can see where Tigers need a massive amount of prestige even for 1 strength. I'll keep my eye on it for now.

Posted: Sun May 01, 2011 9:36 pm
by Obsolete
I don't know if this is a bug or design, but I went to move my fighter to a hex, and it stopped short because of another bomber in the way. There was no ambush and no battle. Yet, I am forbidden to initiate an attack with that fighter.

The bomber in the way does have an AA rating, so why didn't it at least defensive fire or something?

Posted: Sun May 01, 2011 9:43 pm
by Kerensky
Obsolete wrote:I don't know if this is a bug or design, but I went to move my fighter to a hex, and it stopped short because of another bomber in the way. There was no ambush and no battle. Yet, I am forbidden to initiate an attack with that fighter.

The bomber in the way does have an AA rating, so why didn't it at least defensive fire or something?
#30/#31.

Currently, units with [x] values cannot ambush, for their own protection.

Posted: Sun May 01, 2011 10:33 pm
by Obsolete
So nobody is supposed to shoot at anyone in this instance? I'd like to see what idiot of a fighter-pilot decided to take a break in the middle of that...

Posted: Sun May 01, 2011 10:37 pm
by Kerensky
Currently this behavior is intended, and not a bug, although this doesn't mean it's going to be this way in the future. Solutions that are logical AND balanced are being worked on. :)

Posted: Sun May 01, 2011 10:52 pm
by Obsolete
Ok well to be honest, this seems to be a little exploit then. When I want to move into a hex that I THINK has a unit of that type in it, I'm no longer forced to be cautious. I can simply direct it to that hex, knowing fair well I will incur absolutely no penalty either way now.

I in fact, did that just now, and it gets even more rediculous, since even artillery that SHOULD support that unit didn't even bother firing on me or anything.

Hmm!


On another note, I've noticed that my Stug with a range of one, can in fact hit units 2 hexes away, when doing support fire. Is this intended?

Posted: Sun May 01, 2011 10:59 pm
by Kerensky
Obsolete wrote:Ok well to be honest, this seems to be a little exploit then. When I want to move into a hex that I THINK has a unit of that type in it, I'm no longer forced to be cautious. I can simply direct it to that hex, knowing fair well I will incur absolutely no penalty either way now.

I in fact, did that just now, and it gets even more rediculous, since even artillery that SHOULD support that unit didn't even bother firing on me or anything.

Hmm!


On another note, I've noticed that my Stug with a range of one, can in fact hit units 2 hexes away, when doing support fire. Is this intended?
There's some old discussion about ambush here:
viewtopic.php?t=22848&highlight=ambush

As for the StuG, defensive fire makes sense. Enemy unit is attacking into the hex adjacent(1 range away) from the StuG, not simply firing from a standing and firing from a position that is 2 hexes distant.

Posted: Sun May 01, 2011 10:59 pm
by Obsolete
One small glitch is that when ever I attack a unit with artillery, I USUALLY have to move my cursor off that unit, and then rehover it over that unit again to see the updated stats/suppression that I've delivered to it.

Sometimes I don't have to, other times I do. It's a refresh issue.

Posted: Sun May 01, 2011 11:04 pm
by Kerensky
Obsolete wrote:One small glitch is that when ever I attack a unit with artillery, I USUALLY have to move my cursor off that unit, and then rehover it over that unit again to see the updated stats/suppression that I've delivered to it.

Sometimes I don't have to, other times I do. It's a refresh issue.
Interesting.
Upon further testing, you are correct. To be exact:

If you fire an artillery unit, without moving it prior to firing, the stats on your target will update automatically after you fire.
66. If you fire an artillery unit, AFTER having moved it, the stats on your target will NOT update automatically after you fire, you have to move your cursor off and back on the hex to see the result of your attack on the right side bar.

Posted: Tue May 03, 2011 9:51 pm
by GenChaos33
Possible audio issue/bug with Polish Axis scenario with the German 12th Panzer IA unit (far south side of map).

In all versions, it shows an armor icon. In previous versions, there was an armor rolling audio when moved. In the latest version, there is an infantry marching audio when moved. GC

Posted: Tue May 03, 2011 10:15 pm
by Kerensky
genchaos wrote:Possible audio issue/bug with Polish Axis scenario with the German 12th Panzer IA unit (far south side of map).

In all versions, it shows an armor icon. In previous versions, there was an armor rolling audio when moved. In the latest version, there is an infantry marching audio when moved. GC
Covered under:
55. Many units have lost their sound files or have wrong ones (PZIA in tutorial has foot walking sound). Although I suspect the old placeholders were simply removed and new ones aren't yet implemented.

Thx for the specific report though. :)

Posted: Wed May 04, 2011 5:07 am
by Razz1
The purchase menu does not show you how many auxilary units you can buy.

It should be expressed as a ratio. Same with core units. example 5/40

When you make a map and play it you have no idea how many units and what type can be purchased.

Posted: Thu May 05, 2011 2:03 am
by Obsolete
I sent my scout into a city that was in FoW. My scout got ambushed... the only reason I sent it there, is I thought they were supposed to be immune to an ambush?

Posted: Thu May 05, 2011 2:59 pm
by Rudankort
Obsolete wrote:I sent my scout into a city that was in FoW. My scout got ambushed... the only reason I sent it there, is I thought they were supposed to be immune to an ambush?
By scout you mean a recon unit? Because of the recon movement mechanics recons should not get ambushed normally. Can you give some more details on this?

Posted: Thu May 05, 2011 7:54 pm
by Obsolete
Yes, it was a recon. This happened in the first map of the Polish campaign.

I tried to do the 1939 map over again to re-duplicate it. However, this time my recon stopped just before running into the city and getting ambushed.

Now I'm puzzled why it didn't stop before. I'll just keep an eye out for when this happens again.