Headquarters: World War II - First Tournament Ever

Get all the latest news on Slitherine.

Moderator: Slitherine Core

Post Reply
sofia12
Slitherine
Slitherine
Posts: 67
Joined: Fri May 24, 2024 7:50 am

Headquarters: World War II - First Tournament Ever

Post by sofia12 »

Attention, Commanders!

We are excited to announce the launch of a new patch for Headquarters: World War II, which adds new features to the PBEM system and multiplayer. This update allows us to host a beta test for the very first Headquarters: World War II Tournament!

Do not miss the chance to sign-up to the Beta Speed Tournament which will feature 3 multiplayer maps:

#1 Riverside Battle

#2 Cannonade at Royal Chateau

#3 Military Base Takeover

You can sign-up here.

The tournament follows Swiss Tournament rules: you can find the full list of rules here.

The first round will commence on Thursday, 4th July 2024. No further entries can be accepted after the tournament has begun.

The tournament will last 3 rounds, 7 days each. Games are paired, so each matchup will be played both ways. All you need to do is sign up, then the system will pair you with opponents and create your PBEM games. You will be notified by mail of when the tournament is starting and when it will be time to play your turns.


And now, a message from the devs.

Hello! It is Oleksandr from Starni Games.

First of all, I am sorry for the issues many players have with the 1.00.06 Update. We just released a 1.00.07 Update that should address all key problems - please make sure you are playing the most up-to-date version of the game. We will keep polishing the game and making sure it runs smoothly for everyone. 

Secondly, we are starting to run regular tournaments for Headquarters: World War II. We did a number of internal tournaments for testing, and we found a few issues that were fixed with the 1.00.07 Update. So, we think it is time to start running the public tournaments. However, we would still treat the first couple of tournaments as Beta-tournaments to make sure everything works well for a larger number of players. 
We are really excited to see Headquarters: World War II played more competitively, and looking forward to making more and more tournaments in due time.

If you have any questions about tournaments in Headquarters - do not hesitate to ask them in the comments below or at Slitherine forums and Steam Community hub. 


Looking forward to hearing your feedback!
Wookie0606
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 4
Joined: Sun Jun 24, 2012 8:34 am

Re: Headquarters: World War II - First Tournament Ever

Post by Wookie0606 »

Joined the Tournament, trying to login to multiplayer but it keeps crashing.
Any ideas how I can fix please ?
TouchMe
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 3
Joined: Thu Jul 04, 2024 1:17 pm

Re: Headquarters: World War II - First Tournament Ever

Post by TouchMe »

Where and when can I watch it streamed/replay?
TouchMe
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 3
Joined: Thu Jul 04, 2024 1:17 pm

Re: Headquarters: World War II - First Tournament Ever

Post by TouchMe »

Where and when can I watch it streamed/replay?
Gorno
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Fri May 03, 2024 11:20 am

Re: Headquarters: World War II - First Tournament Ever

Post by Gorno »

I am crashing in my tournament game UK side, can't get past my opponents turn. Crashes at the exact same point.

Below my last and 3rd attempt at getting past this turn, which was sent via the debug window. (I have tried verifying game files, didn't work). Please help. If you need more info let me know.


LoginId:8c2806e3471f10c897ee03aa4a4ce23e
EpicAccountId:dd7902b367844590ba151d1db4cf0bae

Unhandled Exception: 0xe06d7363

KERNELBASE
VCRUNTIME140
UEBA_Win64_Shipping!crx::TDebug::print_error() [c:\home\zzlibs\crx\base\tdebug.cpp:134]
UEBA_Win64_Shipping!crx::TDebug::Error() [c:\home\zzlibs\crx\base\tdebug.cpp:138]
UEBA_Win64_Shipping!TBattleMap::Attack() [c:\home\baroot\battleacademy\model\tbattlemap.cpp:531]
UEBA_Win64_Shipping!TNetActionAttack::Do() [c:\home\baroot\battleacademy\model\net\tnetactionattack.cpp:29]
UEBA_Win64_Shipping!gas::TNetPlayer::ProcessActionFromServer() [c:\home\zzlibs\gas\network\tnetplayer.cpp:31]
UEBA_Win64_Shipping!gas::TNetData::ProcessActionFromServer() [c:\home\zzlibs\gas\network\tnetdata.cpp:36]
UEBA_Win64_Shipping!TMultiPlayerForm::ProcessNextAction() [c:\home\baroot\battleacademy\view\tmultiplayerform.cpp:1414]
UEBA_Win64_Shipping!gas::TAnimationSyncWaitCommand::Start() [c:\home\zzlibs\gas\commands\tanimationsyncwaitcommand.cpp:21]
UEBA_Win64_Shipping!gas::TBattlefieldController::StartNextCommand() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:155]
UEBA_Win64_Shipping!gas::TBattlefieldController::ProcessCommands() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:170]
UEBA_Win64_Shipping!gas::TBattlefieldController::ProcessNotify() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:189]
UEBA_Win64_Shipping!gas::TBattlefieldForm::ProcessNotify() [c:\home\zzlibs\gas\forms\tbattlefieldform.cpp:676]
UEBA_Win64_Shipping!gas::TMissionMap::ProcessNotify() [c:\home\zzlibs\gas\map\tmissionmap.cpp:1167]
UEBA_Win64_Shipping!gas::TMissionMap::SendNotify() [c:\home\zzlibs\gas\map\tmissionmap.cpp:302]
UEBA_Win64_Shipping!TBattleMap::UpdateLineOfFire() [c:\home\baroot\battleacademy\model\tbattlemap.cpp:3713]
UEBA_Win64_Shipping!TBattlefieldScreenForm::UpdateLineOfFire() [c:\home\baroot\battleacademy\view\tbattlefieldscreenform.cpp:2722]
UEBA_Win64_Shipping!TBattlefieldScreenForm::StateChanged() [c:\home\baroot\battleacademy\view\tbattlefieldscreenform.cpp:748]
UEBA_Win64_Shipping!gas::TBattlefieldController::AfterStateChange() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:668]
UEBA_Win64_Shipping!gas::TBattlefieldController::AfterUpdateMoveAreaInfo() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:564]
UEBA_Win64_Shipping!gas::TBattlefieldForm::AfterAnimatedCommanStart() [c:\home\zzlibs\gas\forms\tbattlefieldform.cpp:477]
UEBA_Win64_Shipping!gas::TBattlefieldController::TickCurrentCommand() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:133]
UEBA_Win64_Shipping!gas::TBattlefieldController::ForceEndCurrentCommands() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:628]
UEBA_Win64_Shipping!TBattlefieldScreenForm::ForceEndCurrentCommands() [c:\home\baroot\battleacademy\view\tbattlefieldscreenform.cpp:3043]
UEBA_Win64_Shipping!gas::TBattlefieldForm::GlobalEventHandler() [c:\home\zzlibs\gas\forms\tbattlefieldform.cpp:337]
UEBA_Win64_Shipping!vxcl::TApplication::OnDoMouseEvent() [c:\home\zzlibs\vxcl-crx\base\tapplication.cpp:587]
UEBA_Win64_Shipping!vxcl::IDrawDriver::OnDoMouseEvent() [c:\home\zzlibs\vxcl-crx\render\idrawdriver.cpp:224]
UEBA_Win64_Shipping!AVXG_PlayerController::ProcessMouseKey() [C:\Home\BARoot\UEBA\Source\UEBA\VXG\VXG_PlayerController.cpp:142]
UEBA_Win64_Shipping!AVXG_PlayerController::InputKey() [C:\Home\BARoot\UEBA\Source\UEBA\VXG\VXG_PlayerController.cpp:83]
UEBA_Win64_Shipping!UGameViewportClient::InputKey()
UEBA_Win64_Shipping!FSceneViewport::OnMouseButtonDown()
UEBA_Win64_Shipping!SViewport::OnMouseButtonDown()
UEBA_Win64_Shipping!SButton::FArguments::OnClicked<SWindowTitleBar>()
UEBA_Win64_Shipping!FSlateApplication::ProcessMouseButtonDownEvent()
UEBA_Win64_Shipping!FSlateApplication::OnMouseDown()
UEBA_Win64_Shipping!FWindowsApplication::ProcessDeferredMessage()
UEBA_Win64_Shipping!FWindowsApplication::DeferMessage()
UEBA_Win64_Shipping!FWindowsApplication::ProcessMessage()
UEBA_Win64_Shipping!FWindowsApplication::AppWndProc()
user32
user32
UEBA_Win64_Shipping!FWindowsPlatformApplicationMisc::PumpMessages()
UEBA_Win64_Shipping!FEngineLoop::Tick()
UEBA_Win64_Shipping!GuardedMain()
UEBA_Win64_Shipping!GuardedMainWrapper()
UEBA_Win64_Shipping!WinMain()
UEBA_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
OleksandrSienin
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 22
Joined: Tue May 24, 2022 2:30 pm

Re: Headquarters: World War II - First Tournament Ever

Post by OleksandrSienin »

Gorno wrote: Tue Jul 09, 2024 4:57 pm I am crashing in my tournament game UK side, can't get past my opponents turn. Crashes at the exact same point.

Below my last and 3rd attempt at getting past this turn, which was sent via the debug window. (I have tried verifying game files, didn't work). Please help. If you need more info let me know.


LoginId:8c2806e3471f10c897ee03aa4a4ce23e
EpicAccountId:dd7902b367844590ba151d1db4cf0bae

Unhandled Exception: 0xe06d7363

KERNELBASE
VCRUNTIME140
UEBA_Win64_Shipping!crx::TDebug::print_error() [c:\home\zzlibs\crx\base\tdebug.cpp:134]
UEBA_Win64_Shipping!crx::TDebug::Error() [c:\home\zzlibs\crx\base\tdebug.cpp:138]
UEBA_Win64_Shipping!TBattleMap::Attack() [c:\home\baroot\battleacademy\model\tbattlemap.cpp:531]
UEBA_Win64_Shipping!TNetActionAttack::Do() [c:\home\baroot\battleacademy\model\net\tnetactionattack.cpp:29]
UEBA_Win64_Shipping!gas::TNetPlayer::ProcessActionFromServer() [c:\home\zzlibs\gas\network\tnetplayer.cpp:31]
UEBA_Win64_Shipping!gas::TNetData::ProcessActionFromServer() [c:\home\zzlibs\gas\network\tnetdata.cpp:36]
UEBA_Win64_Shipping!TMultiPlayerForm::ProcessNextAction() [c:\home\baroot\battleacademy\view\tmultiplayerform.cpp:1414]
UEBA_Win64_Shipping!gas::TAnimationSyncWaitCommand::Start() [c:\home\zzlibs\gas\commands\tanimationsyncwaitcommand.cpp:21]
UEBA_Win64_Shipping!gas::TBattlefieldController::StartNextCommand() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:155]
UEBA_Win64_Shipping!gas::TBattlefieldController::ProcessCommands() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:170]
UEBA_Win64_Shipping!gas::TBattlefieldController::ProcessNotify() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:189]
UEBA_Win64_Shipping!gas::TBattlefieldForm::ProcessNotify() [c:\home\zzlibs\gas\forms\tbattlefieldform.cpp:676]
UEBA_Win64_Shipping!gas::TMissionMap::ProcessNotify() [c:\home\zzlibs\gas\map\tmissionmap.cpp:1167]
UEBA_Win64_Shipping!gas::TMissionMap::SendNotify() [c:\home\zzlibs\gas\map\tmissionmap.cpp:302]
UEBA_Win64_Shipping!TBattleMap::UpdateLineOfFire() [c:\home\baroot\battleacademy\model\tbattlemap.cpp:3713]
UEBA_Win64_Shipping!TBattlefieldScreenForm::UpdateLineOfFire() [c:\home\baroot\battleacademy\view\tbattlefieldscreenform.cpp:2722]
UEBA_Win64_Shipping!TBattlefieldScreenForm::StateChanged() [c:\home\baroot\battleacademy\view\tbattlefieldscreenform.cpp:748]
UEBA_Win64_Shipping!gas::TBattlefieldController::AfterStateChange() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:668]
UEBA_Win64_Shipping!gas::TBattlefieldController::AfterUpdateMoveAreaInfo() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:564]
UEBA_Win64_Shipping!gas::TBattlefieldForm::AfterAnimatedCommanStart() [c:\home\zzlibs\gas\forms\tbattlefieldform.cpp:477]
UEBA_Win64_Shipping!gas::TBattlefieldController::TickCurrentCommand() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:133]
UEBA_Win64_Shipping!gas::TBattlefieldController::ForceEndCurrentCommands() [c:\home\zzlibs\gas\battlefield\tbattlefieldcontroller.cpp:628]
UEBA_Win64_Shipping!TBattlefieldScreenForm::ForceEndCurrentCommands() [c:\home\baroot\battleacademy\view\tbattlefieldscreenform.cpp:3043]
UEBA_Win64_Shipping!gas::TBattlefieldForm::GlobalEventHandler() [c:\home\zzlibs\gas\forms\tbattlefieldform.cpp:337]
UEBA_Win64_Shipping!vxcl::TApplication::OnDoMouseEvent() [c:\home\zzlibs\vxcl-crx\base\tapplication.cpp:587]
UEBA_Win64_Shipping!vxcl::IDrawDriver::OnDoMouseEvent() [c:\home\zzlibs\vxcl-crx\render\idrawdriver.cpp:224]
UEBA_Win64_Shipping!AVXG_PlayerController::ProcessMouseKey() [C:\Home\BARoot\UEBA\Source\UEBA\VXG\VXG_PlayerController.cpp:142]
UEBA_Win64_Shipping!AVXG_PlayerController::InputKey() [C:\Home\BARoot\UEBA\Source\UEBA\VXG\VXG_PlayerController.cpp:83]
UEBA_Win64_Shipping!UGameViewportClient::InputKey()
UEBA_Win64_Shipping!FSceneViewport::OnMouseButtonDown()
UEBA_Win64_Shipping!SViewport::OnMouseButtonDown()
UEBA_Win64_Shipping!SButton::FArguments::OnClicked<SWindowTitleBar>()
UEBA_Win64_Shipping!FSlateApplication::ProcessMouseButtonDownEvent()
UEBA_Win64_Shipping!FSlateApplication::OnMouseDown()
UEBA_Win64_Shipping!FWindowsApplication::ProcessDeferredMessage()
UEBA_Win64_Shipping!FWindowsApplication::DeferMessage()
UEBA_Win64_Shipping!FWindowsApplication::ProcessMessage()
UEBA_Win64_Shipping!FWindowsApplication::AppWndProc()
user32
user32
UEBA_Win64_Shipping!FWindowsPlatformApplicationMisc::PumpMessages()
UEBA_Win64_Shipping!FEngineLoop::Tick()
UEBA_Win64_Shipping!GuardedMain()
UEBA_Win64_Shipping!GuardedMainWrapper()
UEBA_Win64_Shipping!WinMain()
UEBA_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Hello
Thank you very much for the report.
Unfortunately, this issue could not be fixed in time for the tournament round, but we have it in the works, so we are really thankful to you for helping us identify this problem - it would greatly help us ensure the stability of PBEM games and future tournaments.
The fix will be released in one of the upcoming updates.
Post Reply

Return to “News & Announcements”