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AgentX
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Re: Air Unit Deselection Bug

Post by AgentX »

AgentX wrote:Normally, at least I thought it was in previous versions, left clicking a second time deselects a unit (air or land). However, in the .999 beta, if an air unit is directly above an enemy unit, left clicking it again (while the cursor is still on the air unit) will not deselect it. You have to move the cursor into another hex in order to deselect with left click. But, if there is nothing below the air unit, you can deselect by left clicking the unit again.
Reposting this bug, because I didn't look like it got addressed or noticed. This bug only affects air units that are above enemy units. If nothing is under the plane, left clicking a second time deselects the unit. If a friendly unit is under the plane, left clicking again switches to the ground unit. However, when an enemy unit is under the plane, left clicking does nothing. You can't right click or you attack the land unit. You have to move the cursor to an empty hex to use right click to deselect. It's a minor pain, but can get frustrating when you have lots of air units. This only started happening with the .999 version, but it's still present in RC1.
Kerensky
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Post by Kerensky »

Maybe this is an issue, but there are multitudes of ways for deselecting a unit, so at least there are alternatives. Why is this inability to deselect when over an enemy unit an issue? Is it breaking your ability to perform a specific action, or is it just a matter of convenience and conformity?
AgentX
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Post by AgentX »

Kerensky wrote:Maybe this is an issue, but there are multitudes of ways for deselecting a unit, so at least there are alternatives. Why is this inability to deselect when over an enemy unit an issue? Is it breaking your ability to perform a specific action, or is it just a matter of convenience and conformity?
Mostly a convenience/conformity matter. Like, sometimes I want to see what the plane's attack prediction is for a unit, but decide not to attack. I can't quickly deselect the unit by clicking it again and have to use one of the other methods. It was just changed recently, so I was only wondering if it was a bug or design decision. It was just something I got used to since it was that way in all the previous versions (left click to select/deselect and right click to move). Things get changed from version to version, I know that and expect that from a beta. I'll just get used to the new way and eventually it won't be something I notice. It just seemed odd that it changed since I didn't really see a need for the change. My guess is that it was unintentional and the result of rule change or new feature added.
Last edited by AgentX on Tue Jun 14, 2011 11:56 pm, edited 1 time in total.
Kerensky
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Post by Kerensky »

Mostly likely occurred as a result of the game allowing the player to 'select' units that were previously inactive and unable to be selected, to view or rename for example.
Razz1
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tool tip box activates supply

Post by Razz1 »

viewtopic.php?p=232189#232189

Click on tool tip box activates supply.
Kerensky
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Post by Kerensky »

Yes... this has been mentioned before. As a temporary solution, I recommend using hot keys, or lateral mouse movement instead of vertical ones. (Approach buttons from the left or right, not from the top or bottom)
Obsolete
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Post by Obsolete »

When one exits the game to go to the main-menu, shouldn't the music stop and change to the one designated for the..... ummm... main-menu?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Razz1
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Post by Razz1 »

Stug IIIb still fires defensive shots at range of two.

Please get the Operation Zitadell of the server against dshaw.

You can see the replay!
Razz1
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Robert Huber

Post by Razz1 »

Robert Huber has + 2 defense but thank unit (PzIVe) it is assigned to does not display + 2 defense
Obsolete
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Post by Obsolete »

More of an aesthetics issue, shouldn't the IS in the library listing, be labeled as IS-2?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Kerensky
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Post by Kerensky »

Razz1 wrote:Stug IIIb still fires defensive shots at range of two.

Please get the Operation Zitadell of the server against dshaw.

You can see the replay!
Like the pioneer defending itself from range 3? I was unable to replicate this.

Unless you meant artillery defensive fire, not self defensive fire, in which case:
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.
Kerensky
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Re: Robert Huber

Post by Kerensky »

Razz1 wrote:Robert Huber has + 2 defense but thank unit (PzIVe) it is assigned to does not display + 2 defense
The only place these bonuses appear, currently, is in the expanded combat log. We're planning to improve this though. :)
Obsolete
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Post by Obsolete »

I'm not sure if this is a bug or not. But when looking at the strategic view, I can see the stats on the panel change when I move to different units, but there is never any hex highlight on the map to show me where that current unit is located.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Kerensky
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Post by Kerensky »

Obsolete wrote:I'm not sure if this is a bug or not. But when looking at the strategic view, I can see the stats on the panel change when I move to different units, but there is never any hex highlight on the map to show me where that current unit is located.
I assume you're scrolling through units with 'next' and 'previous' unit?
More likely an omitted feature, remember the strategic map is a relatively new addition, and not so long ago it didn't even show deployment zones.

Does it make sense to show the location of the highlighted unit on the strategic map? You can't actually move or issue orders to units via the strategic map. Sounds like you'd have more success with the mouse wheel zoom, which does allow you to view the selected unit, and issue orders to it.
Obsolete
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Post by Obsolete »

I always like looking at the strategic map once in a while because it helps simplify things. Anyway, it's not a game-breaker...
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Razz1
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Post by Razz1 »

I believe this is the third map in 1941 campaign.

Water tile is consider land. Hence note the Russian unit.

If this lake is suppose to be frozen I can not tell from the picture. Is shows snow.

http://www.photoshop.com/users/razz1234 ... a76f424296
Kerensky
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Post by Kerensky »

Razz1 wrote:I believe this is the third map in 1941 campaign.

Water tile is consider land. Hence note the Russian unit.

If this lake is suppose to be frozen I can not tell from the picture. Is shows snow.

http://www.photoshop.com/users/razz1234 ... a76f424296
This is an unfortunate side affect of making good looking maps. Rivers who pass into normally impassable bodies of water allow units to retreat on to those hexes.
The only current solution is to end the river short of the body of water it would normally be attached to, and then manually place overlays connecting the river to the lake/ocean/body of water. Doing that, however, prevents any further use of 'g' auto terrain generation, which is incredibly handy to use.
Razz1
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Secondary Objectives

Post by Razz1 »

Secondary Objectives are not showing up on the map!

Please fix before release.

Make them a Red hex border in strategic view.
Kerensky
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Re: Secondary Objectives

Post by Kerensky »

Razz1 wrote:Secondary Objectives are not showing up on the map!

Please fix before release.

Make them a Red hex border in strategic view.
That's not entirely true, they currently share the same visualization as primary objectives though. Antwerp in Ardennes, for example, is actually marked as a secondary objective.
So it isn't a bug and they are represented, but I would agree it would be nice if they had their own, separate appearance. Hunters and Huntress could both use it to better mark the landing hexes/escape hexes, where currently the relevant hexes only have custom strings attached to them.
OmegaMan1
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Post by OmegaMan1 »

I know that it's been mentioned already that SS units aren't properly "named," but I did notice a new wrinkle regarding this today: when said units are loaded on amphibious transports, the unit name is missing when you place the cursor over the transport, making it hard to distinguish which unit is which.
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