The Bug Thread (Read before posting bugs!)
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
When I press C to view casualties, the box that pops up has never shown me anything, but comes up as some sort of white display glitch.
I always assumed this was work in progress, but perhaps it's just an error on my machine?
I always assumed this was work in progress, but perhaps it's just an error on my machine?

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
I am confused as to what is happening here.
An enemy scout moved into my air-port, but the airport did not change ownership?
Furthermore, it seems my level bomber is strategic bombing my own airport?
I guess it's a graphics glitch perhaps?

An enemy scout moved into my air-port, but the airport did not change ownership?
Furthermore, it seems my level bomber is strategic bombing my own airport?
I guess it's a graphics glitch perhaps?


Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
One thing I'm noticing this version is when I move the cursor to the side of the screen, I often have to re-tap it more than once to get the engine to recognize I want to scroll that way.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Units that are forced to retreat on to cities and airfields do not capture the hex they occupy until it is that player's turn. I assume that's how the scout 'moved' to where it is.
As for your second post.
73. Map scrolling is un-smooth , jerky, and frustrating, (Unsolved)
I noticed it too, and it really annoys the heck out of me.
As for your second post.
73. Map scrolling is un-smooth , jerky, and frustrating, (Unsolved)
I noticed it too, and it really annoys the heck out of me.
I don't think you remember PG-III or Peoples General very well then 
In Peoples-G, ALL communist units started out with a base strength of 15 by default right out of the purchase menu. It was an inherent trait.
In PG-III, I liked how they balanced out the infantry. The conscripts has much higher PIPS (strength), however the actual POWER of each pip was reduced in comparison to other brand of infantry.
So, you can chose a unit that has more power in principle, but is at more risk of being eliminated, or vica-versa.
I thought the infantry were done very well, but I didn't quite like how they removed so many pips from the Tigers & Kings in comparison to the Panthers IIRC.

In Peoples-G, ALL communist units started out with a base strength of 15 by default right out of the purchase menu. It was an inherent trait.
In PG-III, I liked how they balanced out the infantry. The conscripts has much higher PIPS (strength), however the actual POWER of each pip was reduced in comparison to other brand of infantry.
So, you can chose a unit that has more power in principle, but is at more risk of being eliminated, or vica-versa.
I thought the infantry were done very well, but I didn't quite like how they removed so many pips from the Tigers & Kings in comparison to the Panthers IIRC.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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- Administrative Corporal - SdKfz 251/1
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Re: PBEM
Indeed, right now the only point when you can enter message is end of the turn.Razz1 wrote:I can not get chat to work in PBEM.
Control C Alt C shift C
Nothing works. I have to wait until the end of my turn.
Not really a bug, but the movement-overlay is not very good (recognitionally) when the scenario shows winter snow. That white on white needs to be either shaded another color, or have some sort of hex-borders or something.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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- Captain - Heavy Cruiser
- Posts: 901
- Joined: Tue Jun 26, 2007 3:42 am
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Transport issue: when upgrading to a newer model, units lose their transport unless you click on the transport as you upgrade. Seems redundant to have to do this, since obviously one does not intend to dump transports while upgrading (and if you don't do this, you lose the transports and will have to pay for them again later on).
New bug, found in PGF that is duplicated in PzC. Not found by me. See link below:
http://panzercentral.com/forum/viewtopi ... 29#p675391
Quotation from dandare post :
Reproduce:
1. Start Poland
2. attack using GE inf from 6,16 PL infantry at 8,17
3. observe outcome
4. quit to menu
5. repeat 1-4 = each time new outcome
but:
1. Start Poland
2. Save game
3. attack using GE inf from 6,16 PL infantry at 8,17
4. observe outcome
5. quit to menu
6. load Poland
7. repeat 3-6 = each time SAME outcome = BUG
There is a second bug here : saving changes visibility of enemy units.
To reproduce:
1. Start Poland, do not move any units,
2. PL infantry at 8,17 Katowice is visible
3. Save game, quit to menu
4. Load game
5. PL infantry at 8,17 is not visible = bug
http://panzercentral.com/forum/viewtopi ... 29#p675391
Quotation from dandare post :
You can easily confirm this in Poland scenario with GE infantry at 6,16 attacking PL infantry at 8,17.I found a bug too: malfuction of the dice roll. If I start a new campaign/scenario and I repeat the same mouvement (battle between one of my units with an enemy one) the result (casualities for each side) is different every time, as it should be. BUT if I save and reload before that battle, the result doesn't change anymore - I repeated 200 times the same attack/strike and the result is the same (very far away from the prognosis, in my desadvantage).
Why?
Reproduce:
1. Start Poland
2. attack using GE inf from 6,16 PL infantry at 8,17
3. observe outcome
4. quit to menu
5. repeat 1-4 = each time new outcome
but:
1. Start Poland
2. Save game
3. attack using GE inf from 6,16 PL infantry at 8,17
4. observe outcome
5. quit to menu
6. load Poland
7. repeat 3-6 = each time SAME outcome = BUG
There is a second bug here : saving changes visibility of enemy units.
To reproduce:
1. Start Poland, do not move any units,
2. PL infantry at 8,17 Katowice is visible
3. Save game, quit to menu
4. Load game
5. PL infantry at 8,17 is not visible = bug
This is by design. You cannot reload and repeat the same action until you get a favorable outcome - you will get the same all the time. This reduces your options to cheat a little bit, although of course a lot of room for it still remains.wino wrote: You can easily confirm this in Poland scenario with GE infantry at 6,16 attacking PL infantry at 8,17.
Reproduce:
1. Start Poland
2. attack using GE inf from 6,16 PL infantry at 8,17
3. observe outcome
4. quit to menu
5. repeat 1-4 = each time new outcome
but:
1. Start Poland
2. Save game
3. attack using GE inf from 6,16 PL infantry at 8,17
4. observe outcome
5. quit to menu
6. load Poland
7. repeat 3-6 = each time SAME outcome = BUG
Hmm, can't repro. Do you have that saved game still? I would like to investigate this.wino wrote: There is a second bug here : saving changes visibility of enemy units.
To reproduce:
1. Start Poland, do not move any units,
2. PL infantry at 8,17 Katowice is visible
3. Save game, quit to menu
4. Load game
5. PL infantry at 8,17 is not visible = bug
PS. When you start Poland from scratch, you sometimes don't see that infantry in case there is bad weather on the first turn (which reduces spotting). But when you reload a saved game, the weather should of course restore to its saved state.
This makes sense in multiplayer games only. Cheating is thus not possible. But in player vs AI games this is not important and may be considered as bug.Rudankort wrote:This is by design. You cannot reload and repeat the same action until you get a favorable outcome - you will get the same all the time. This reduces your options to cheat a little bit, although of course a lot of room for it still remains.wino wrote: You can easily confirm this in Poland scenario with GE infantry at 6,16 attacking PL infantry at 8,17.
Reproduce:
1. Start Poland
2. attack using GE inf from 6,16 PL infantry at 8,17
3. observe outcome
4. quit to menu
5. repeat 1-4 = each time new outcome
but:
1. Start Poland
2. Save game
3. attack using GE inf from 6,16 PL infantry at 8,17
4. observe outcome
5. quit to menu
6. load Poland
7. repeat 3-6 = each time SAME outcome = BUG
I wonder how this design decision can be exploited in multiplayer game ? Any ideas ?

Got one:
First fight 2 not important battles then one important - try all permutations. Sometimes it is possible, especially using aircraft. When you know that each time RNG will be seeded with the same value this could be possible to find optimal outcome of the important attack.
No problem in deleting this post when I broke some rules here

Send. Let me know that you got them, if not I will put them on somewhere.Rudankort wrote:Hmm, can't repro. Do you have that saved game still? I would like to investigate this.wino wrote: There is a second bug here : saving changes visibility of enemy units.
To reproduce:
1. Start Poland, do not move any units,
2. PL infantry at 8,17 Katowice is visible
3. Save game, quit to menu
4. Load game
5. PL infantry at 8,17 is not visible = bug
PS. When you start Poland from scratch, you sometimes don't see that infantry in case there is bad weather on the first turn (which reduces spotting). But when you reload a saved game, the weather should of course restore to its saved state.