Page 16 of 24
Re: Ingame feedback from: Obsolete
Posted: Sun Jun 20, 2010 10:18 pm
by pipfromslitherine
Obsolete wrote:pipfromslitherine wrote:Obsolete wrote:the blue hide official scenarios and hide user scenarios tab doesnt seem to work. my own scenario shows up as thought it is an official scenario and not a user created one?
Did you place it in your local directory (in My Documents)?
Cheers
Pip
No, I placed it into the MP directory, expecting that's where all the Multi-Player scenarios were supposed to go. That was the only way I saw to get them available for on-line hosting.
Ah - IIRC in your version the game fails to create a placeholder Multiplayer dir in the local dir. If you create one (so sitting alongside Campaigns) it will correctly show as a custom game.
Thanks
Pip
Re: Ingame feedback from: Obsolete
Posted: Sun Jun 20, 2010 10:18 pm
by pipfromslitherine
Obsolete wrote:When I highlight a game to accept when on-line, often it un-selects itself before i can hit the play button to accept.
Yeah - I actually only fixed that on Friday.
Thanks
Pip
Posted: Sun Jun 20, 2010 11:25 pm
by Obsolete
Obsolete wrote:I am currently in a the Desert Forte scenario with Strebe. All allied units are dead, but the game has not auto-ended. Hmm.....
Bug solved, it's that M3 that is way beyond the map-borders.
Ingame feedback from: Obsolete
Posted: Wed Jun 23, 2010 1:10 am
by Obsolete
I still would like to know why sometimes you can unload on diagonals and other times you can't.
Posted: Wed Jun 23, 2010 1:13 am
by pipfromslitherine
It was a bug that will be gone in the next beta release, which I hope to have for you in the next day or 2. It's because terrain costings were sometimes making a checked route take a longer (yet cheaper) path, rather than the shortest one which was being used to check validiity.
Cheers
Pip
Ingame feedback from: Obsolete
Posted: Wed Jun 23, 2010 1:21 am
by Obsolete
I had an issue where my first shot against a truck was at 40% effectiveness, but then my second shot dropped down to 16% I'm not sure what would cuase this from the same tank.
Ingame feedback from: Obsolete
Posted: Wed Jun 23, 2010 2:12 am
by Obsolete
i'm not sure if you are aware, but the tool-tip for what a transport is carrying doesn't quite work too well. if I move the cursor over the unit icon loaded on the transport, nothing is said. but if I move my mouse to the left of the icon, then the text-pop-up tells me what it is.
Anyhowk for those of us that already know what icon means what unit it doesn't matter too much.
Posted: Wed Jun 23, 2010 8:51 am
by IainMcNeil
The icon bug is fixed, you're just slightly behind us.
On the effetiveness thing I'm not sure what it could be. I've not seen this.
Ingame feedback from: Obsolete
Posted: Wed Jun 23, 2010 3:14 pm
by Obsolete
something is wrong in how units retreat. I"ll whittle them down to 0 movement points, and yet they will still move when retreating. I thought you could prevent that by getting their AP to 0?
Posted: Wed Jun 23, 2010 3:58 pm
by IainMcNeil
No retreats go above normal action points, they're involuntary "routs".
Posted: Wed Jun 23, 2010 3:58 pm
by pipfromslitherine
No - they don't use APs when retreating.
Cheers
Pip
Ingame feedback from: Obsolete
Posted: Thu Jun 24, 2010 12:16 pm
by Obsolete
I wonder if we should hae some sort of marker for spots where infantry units surrender.
Posted: Thu Jun 24, 2010 12:56 pm
by Obsolete
iainmcneil wrote:No retreats go above normal action points, they're involuntary "routs".
I'm curious then, what is the point in whittling down their APs?
Ingame feedback from: Obsolete
Posted: Thu Jun 24, 2010 12:58 pm
by Obsolete
I had one game today where after sending the pbem, the game would not resume control back to me. I THINK the file was sent, it seems to, but I did not get back control.
Posted: Thu Jun 24, 2010 3:13 pm
by Obsolete
Is there away through a debug option or something that allows me to play as axis for testing?
Posted: Thu Jun 24, 2010 3:27 pm
by pipfromslitherine
Hmmm - not really. There is a partial way, but it doesn't survive very unless one is very careful well so isn't exposed.
Cheers
Pip
Posted: Fri Jun 25, 2010 12:27 am
by Obsolete
I broke a Panther which retreated into the shadows and disapeared from my vision. If I keep vision to units that get spotted, shouldn't units in the field that retreat also allow me to maintain vision to them?
Posted: Fri Jun 25, 2010 1:34 am
by Obsolete
I took a look this evening at the score-board from an Afrikan game where I was allies (online Desert Fort). I don't seem to make much sense of the stats:
Notice how I have 10 kills on tanks. The problem, is the axis don't even have 10 tanks in this. Is there some double-counting going on here? E.g. 8rads counting as both wheeled vehicles, AND as tanks? Some other things are a bit weird. How do axis have 4 artillery units? The only unit I know of is the Mortar they have. Unless you are including the OFF-BOARD artillery barrage they get, which I though shouldn't really count as killed, since it's a BONUS support unit.
Posted: Fri Jun 25, 2010 3:46 am
by pipfromslitherine
This was an online game? I will have to make sure things are not being double counted (it's suspicious there are no odd numbers

).
I just built a beta version which is being tested ready to go out tomorrow - but if I can squeeze a fix in I will.
Thanks
Pip
Posted: Fri Jun 25, 2010 3:54 am
by Obsolete
Yes it was an online game. It also doesn't make sense that Axis had 6 halftracks instead of 3. Anyhow, as I understand it the new beta will allow one to display the score at any time during the game. That should help as to figure out where these inaccurate counts are coming from. Currently I can only bring the score up at the very end of the scenario so it leaves a lot of guesswork. If you can't figure out where the strange counting is coming from, don't sweat it, we should be able to figure this out pretty quick in the next release. I'd rather see precious code time implementing useful things like way-points, etc.