Bug Reports

A new story begins...
The sequel to a real classic: Panzer Corps is back!

Moderator: Panzer Corps 2 Moderators

o_t_d_x
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 231
Joined: Mon Mar 23, 2020 2:39 pm

Re: Bug Reports

Post by o_t_d_x »

New bug for me since new patch: Kaukasus turn 4 never finishes ai turn.

Without new patch it worked perfectly.
jeggs
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 52
Joined: Sat Mar 01, 2014 2:03 pm

Re: Bug Reports

Post by jeggs »

Fulgrim_AUT wrote: Sun Apr 26, 2020 11:29 am Not necessarily a mistake, but probably not intended this way?

Out of curiosity - due to the overrun/steamroller thing with aircrafts - I found that a unit which has acquired the steamroller award, thanks to an overrun hero, keeps the award even if the hero is diverted to another unit.
Therefore making the overrun hero obsolete for that unit and opening up the opportunity to let him "teach" steamroller to the next one.

AT_Steamroller_without Overrun.jpg
The same problem exists with all others heroes.
Last edited by jeggs on Sat May 02, 2020 5:53 pm, edited 1 time in total.
Blade0
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 58
Joined: Sun Apr 26, 2020 7:08 am

Re: Bug Reports

Post by Blade0 »

A score of minor bugs:
- dead bodies and wrecks of the same side are included in the encirclement circles
- If an infantry kills itself in its own turn, its strength plate remains on the body, correctly stating "0".
- If you choose "Green Army" as a trait, it says you can use "Elite Replacements" three times a scenario. In reality, during the deploy phase "Upgrade" actions take those 3 uses up, but give elite replacement troops even during further uses during deploy, or later on supply points. Probably this is not how it was intended.
- If you remove a unit with a hero with "Reduced Slots" trait to reserve, and you don't have half the slots of that unit free, you can't remove or move the hero. It should be OK to move him when the unit is in reserve, or the commander has the DIFFERENCE of slots available considering both the old and new unit in case the hero is moved not removed.
- I am playing 20 randomness setting currently ("Dice Chess"). I have noticed that in some cases the predicted result's probability is very far from the real probability - I need to roll back and attack again many times to get the predicted result. Other times it works well, most tries give the predicted result.
Horseman
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1542
Joined: Sun May 03, 2009 2:27 pm

Re: Bug Reports

Post by Horseman »

Blade0 wrote: Sat May 02, 2020 12:53 pm A score of minor bugs:
- dead bodies and wrecks of the same side are included in the encirclement circles
- If an infantry kills itself in its own turn, its strength plate remains on the body, correctly stating "0".
- If you choose "Green Army" as a trait, it says you can use "Elite Replacements" three times a scenario. In reality, during the deploy phase "Upgrade" actions take those 3 uses up, but give elite replacement troops even during further uses during deploy, or later on supply points. Probably this is not how it was intended.
- If you remove a unit with a hero with "Reduced Slots" trait to reserve, and you don't have half the slots of that unit free, you can't remove or move the hero. It should be OK to move him when the unit is in reserve, or the commander has the DIFFERENCE of slots available considering both the old and new unit in case the hero is moved not removed.
- I am playing 20 randomness setting currently ("Dice Chess"). I have noticed that in some cases the predicted result's probability is very far from the real probability - I need to roll back and attack again many times to get the predicted result. Other times it works well, most tries give the predicted result.
On the 20 randomness - that means dice rolls are still used, it need a to be 0 random to always be exactly the predicted results. Might be worth posting a screen of a combat log to show if what you're seeing is a bug or not.
PaulJohann
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 20
Joined: Fri Dec 30, 2011 7:02 pm

Re: Bug Reports

Post by PaulJohann »

Game crashes in Mission "Wolga" at turn 8-9
Game crashes in Mission "El Alamein" at turn 1-2
Akkula
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1898
Joined: Sat Apr 05, 2014 12:14 am

Re: Bug Reports

Post by Akkula »

Am I missing somethig or is this a bug?.
Since the last patch I cannot see the enemy movements in multiplayer games. At the beginning of my turn all I see is the aftermath and I have to guess what happened during my opponent turn.
Before the update it seems to work ok.

Regards.
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Blade0
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 58
Joined: Sun Apr 26, 2020 7:08 am

Re: Bug Reports

Post by Blade0 »

Horseman wrote: Sat May 02, 2020 1:15 pm On the 20 randomness - that means dice rolls are still used, it need a to be 0 random to always be exactly the predicted results. Might be worth posting a screen of a combat log to show if what you're seeing is a bug or not.
Seems you don't get my point - whatever, it is for the developers anyways.
It is also for them to decide if they consider this a bug or not.
Lhargo
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 16
Joined: Thu Apr 23, 2020 10:45 pm
Contact:

bug multi for finish the turn.

Post by Lhargo »

in multi cooperative Minsk, after playing my turn, I click on the hourglass which becomes grayed out, but nothing happens.
if I exit the game, my turn has not been saved and my partner cannot play his turn.
YoutubeTV Panzercorps 2
https://www.youtube.com/channel/UCmJP-SqYlZed5m9taKik4_w
xote
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 9
Joined: Mon Apr 13, 2020 7:32 am

Re: Bug Reports

Post by xote »

I'm not sure this is bug or intended.
Image
The enemy have no sight to my 15cm artillery. but next turn..

Image
An enemy infantry with 2 spotting ranges reaches my artillery. I'm sure there are no sight sources like airplanes or long-spotting raged forts or recons.
Since that infantry just stays when I load the previous turn and put the artillery on another hex, he has no intention of moving to the flag hex.

In my memory, this didn't happen in previous versions, but in the current version, AI behaves like it sees everything.
Often ambush does not work even if it is confirmed invisible(such as plane path).
I suspect there are some hex points that AI can always see. This is because sometimes bombers drop bombs where they cannot see.

Well, if you call this 'AI improvement' ... I disagree. This is an unfair and annoying change. Because AI sees what they shouldn't see.
Rudankort
FlashBack Games
FlashBack Games
Posts: 3836
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

Re: Bug Reports

Post by Rudankort »

xote wrote: Thu May 07, 2020 4:31 am In my memory, this didn't happen in previous versions, but in the current version, AI behaves like it sees everything.
Often ambush does not work even if it is confirmed invisible(such as plane path).
I suspect there are some hex points that AI can always see. This is because sometimes bombers drop bombs where they cannot see.

Well, if you call this 'AI improvement' ... I disagree. This is an unfair and annoying change. Because AI sees what they shouldn't see.
The AI does not see through fog of war, and there were no changes in this regard in patch 3. There were some changes in AI logic, for example it will no longer drive into a victory hex concealed in the fog without scouting first, because most likely there are defenders there and it will be caught in ambush.

I don't know what logic exactly drove the example which you've shown in the screenshots, but victory hexes are natural points of attraction, so when a unit approaches such hex, there is nothing strange about it.
Lhargo
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 16
Joined: Thu Apr 23, 2020 10:45 pm
Contact:

Re: Bug Reports Multi

Post by Lhargo »

i finish a multiplayer game and receipt this email
YoutubeTV Panzercorps 2
https://www.youtube.com/channel/UCmJP-SqYlZed5m9taKik4_w
Lhargo
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 16
Joined: Thu Apr 23, 2020 10:45 pm
Contact:

Re: Bug Reports multi , play last turn

Post by Lhargo »

i finish a multiplayer game and receipt this email :

Dear Player,

The following PBEM++ Challenge has completed: Tobrouk.

This game is now complete but you can view a playback of the final turn by running Panzer Corps II and clicking Multiplayer.
Select this game from the list of current games and click Play.

Don't forget you can post any technical questions, battle reports or comments on the game over at the Slitherine forums - www.slitherine.com/forum

Regards,
The Slitherine Team

but when i see my games, the game is not here. no play button !!
YoutubeTV Panzercorps 2
https://www.youtube.com/channel/UCmJP-SqYlZed5m9taKik4_w
xote
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 9
Joined: Mon Apr 13, 2020 7:32 am

Re: Bug Reports

Post by xote »

Rudankort wrote: Thu May 07, 2020 10:53 am
xote wrote: Thu May 07, 2020 4:31 am In my memory, this didn't happen in previous versions, but in the current version, AI behaves like it sees everything.
Often ambush does not work even if it is confirmed invisible(such as plane path).
I suspect there are some hex points that AI can always see. This is because sometimes bombers drop bombs where they cannot see.

Well, if you call this 'AI improvement' ... I disagree. This is an unfair and annoying change. Because AI sees what they shouldn't see.
The AI does not see through fog of war, and there were no changes in this regard in patch 3. There were some changes in AI logic, for example it will no longer drive into a victory hex concealed in the fog without scouting first, because most likely there are defenders there and it will be caught in ambush.

I don't know what logic exactly drove the example which you've shown in the screenshots, but victory hexes are natural points of attraction, so when a unit approaches such hex, there is nothing strange about it.
But when the flag hex is empty, he doesn't even move as if he already knows he can't get in there.
Image

I did some tests. AI doesn't scout.
AI knows where my units are on their path to a flag and stops exactly in front of them. Even without vision. Without being ambushed.
What's more, if there is a strong unit in the path, it will not move at all. I think if the destination is a flag hex, calculation seems to be preceded before revealing.

Image
Image

3 strength Hotchkiss moves before 7 strength Renault. Both are in the hold position(action) command and want to take the flag hex within the range of movement.
Hotchkiss doesn't want to fight with my 8 strength panzer. So he doesn't move. Without scout, Renault strikes the Panzer despite being unable to enter the flag hex because the range is three. I can't understand why he does it.

Image
Image

Since Hothhkiss is in a hold position(action) command, he wants to go to the flag hex, and wants to attack an infantry in the path, so he stops right in front of him and attacks. And Renault also attacks because of cleared vision.

Image

If there's an infantry they hate in the flag hex, they don't even look. Again, even without sight.

Image

But if my troops are not on the path, Hotchkiss knows there are no units on the path and immediately enters the flag hex at once. With no fear of ambush.
This 'Do not be ambushed' coding seems to be problematic in that the enemies detect my unit along the flag hex and attack with their own taste without sight and scouting.
Last edited by xote on Fri May 08, 2020 3:16 am, edited 39 times in total.
SineMora
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 641
Joined: Thu Apr 02, 2020 4:20 pm
Location: Sweden

Re: Bug Reports

Post by SineMora »

Not as much a bug as a limitation of the UI, but could you consider allowing dual-role units to cross upgrade to another dual-role unit of a different type w/o losing experience? Right now whether you can upgrade one of your units to a dual-role captured unit w/o sacrificing 1000 experience for changing the unit type depends on which form you captured it in, which often comes down to how the AI decided to use it. As the fielding of captured units is an underused mechanic as it is it'd be nice if this could be changed. I suppose you could argue that every unit has a primary role and that the other form is secondary to this, but in that case captured units should all be listed under the primary role and not be split in the first place.
Mildly pretentious Swede. Goes by Path on most platforms, including Steam.
http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Trophies / Heroes)
PoorOldSpike
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1593
Joined: Sun Aug 08, 2010 6:06 pm
Location: Plymouth, England

Re: Bug Reports

Post by PoorOldSpike »

NEED TO SEE THE DOTS

I don't know if its a bug but when we select a unit a white dot appears in every hex it can move to, that's great, BUT we can't see some dots because friendly units are sitting on top of them as in this screenshot.
For example if I want to pull that infantry unit out of the city near the river and move a new unit in there to take its place, I don't know which units will have enough movement to get in there because the infantry is obscuring the dot.
If it's not a bug, hopefully a future update can let us see the dots underneath the units, possibly in a slightly "faded out" style?

Image
Retributarr
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1373
Joined: Wed Jun 04, 2014 7:44 pm

Re: Bug Reports

Post by Retributarr »

KUBYSHEV!!!:

I had just taken 'Stalingrad', following which I was given the 'alternate-historical' choice to either go 'West' to fight my way out of 'Stalingrad'... or go 'East'... ever onwards!!!.

I decided to go 'East'... and after a few hair-raising episodes... got to 'Kubyshev'. Finally I took this City as well and then as I entered the last victory objective... the game then reverted to the opening introduction screen of...

PanzerCorps2
loading...

Then for 5 minutes or more... I waited, and waited, and waited... ??? Nothing was happening??? other than that my mouse was now frozen and the "Loading..." informational was still being indicated. Nothing was happening?, so in fear of dying of old age waiting for this 'Loading...' to make its completion... I instead shut the Computer off as alternatively trying to access the 'Task Manager' to shut the Game down or by what-ever other means... nothing was working... I was unable to close this screen!.

So!... what happened here?... what was supposed to happen here at this point at the completion of the Scenario... of the Alternate Soviet Capitals occupation/conquest being completed?.
Catacol
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 129
Joined: Sun Jun 30, 2019 12:09 pm

Re: Bug Reports

Post by Catacol »

I've got some artillery in a current multiplayer game firing counter battery fire that shouldn't be happening. In each case it is Hungarian guns.

I'll keep an eye and see if there is a pattern to report on further, but I've certainly seen the 150mm Bofors gun do it, and also my lighter 80mm ones. In all cases so far the guns are on hills firing at enemy guns also on hills, 3 or 4 hexes away.
Rudankort
FlashBack Games
FlashBack Games
Posts: 3836
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

Re: Bug Reports

Post by Rudankort »

Catacol wrote: Fri May 08, 2020 11:33 am I've got some artillery in a current multiplayer game firing counter battery fire that shouldn't be happening. In each case it is Hungarian guns.

I'll keep an eye and see if there is a pattern to report on further, but I've certainly seen the 150mm Bofors gun do it, and also my lighter 80mm ones. In all cases so far the guns are on hills firing at enemy guns also on hills, 3 or 4 hexes away.
Counterbattery fire allows to shoot at enemy artillery in range shooting someone else. But artillery does not need this trait to shoot back at enemy artillery shooting at it, as long as enemy artillery is in range.
Catacol
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 129
Joined: Sun Jun 30, 2019 12:09 pm

Re: Bug Reports

Post by Catacol »

Rudankort wrote: Fri May 08, 2020 12:21 pm
Catacol wrote: Fri May 08, 2020 11:33 am I've got some artillery in a current multiplayer game firing counter battery fire that shouldn't be happening. In each case it is Hungarian guns.

I'll keep an eye and see if there is a pattern to report on further, but I've certainly seen the 150mm Bofors gun do it, and also my lighter 80mm ones. In all cases so far the guns are on hills firing at enemy guns also on hills, 3 or 4 hexes away.
Counterbattery fire allows to shoot at enemy artillery in range shooting someone else. But artillery does not need this trait to shoot back at enemy artillery shooting at it, as long as enemy artillery is in range.
Thanks Rudankort. I'm online playing again tomorrow and I'll keep an eye on this - my fuzzy memory of this morning's session is that the counter battery came against enemy artillery hitting infantry ground units rather than replying to direct fire on the artillery unit itself...but I'll check that out tomorrow. I've also noticed that counter battery by the big 170 or 210cm guns happens as expected against rockets or ground artillery, but it doesn't seem to happen when Soviet SU guns on hills carry out the fire, range extended to 2 hexes by being on a hill. Is this correct?
Retributarr
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1373
Joined: Wed Jun 04, 2014 7:44 pm

Re: Bug Reports

Post by Retributarr »

FALL WEISS:

Just for a temporary diversion, I thought that I would give the "FALL WEISS" scenario a run for its money. Anyway... the first two times I started this scenario, I had no problem with saving the game after the first or second turn of the Game.

On my third start of the Game however, after the first turn had just completed, the Game "FROZE" on me???. I'm sure that this 'situational event' has happened to others, so... nothing new here!, however... just the same... I thought that I would still pass it along.
Post Reply

Return to “Panzer Corps 2”