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Bug - How to Magically Make a German Subs [Units] Disappear

Posted: Mon Dec 26, 2011 8:22 pm
by rkr1958
Is this a new allied secret ASW weapon or a game bug? :D

1. At the beginning of your (allied) turn click on a hex contained a visible German sub (e.g., #1 in the first screen cap below).

2. Then click on the game options box (#2 in 1st screen cap).

3. German u-boat flotilla disappears (#3 in 2nd screen cap).

4. This was confirmed by moving UK DD in the previous location of German flotilla (#4 in 2nd screen cap).

Seriously though, this bug is repeatable and I feel very fortunate to have stumbled across it before release.

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Posted: Mon Dec 26, 2011 9:07 pm
by rkr1958
After some more experimentation the bug is more generally than subs. If I click on a German land unit and then the options box it asks me if I want to convert that unit to an SS unit. If I hit the checkbox it removes it from the game. I need to do some hotseat testing to see if it places it in the forcepool or not. Anyway, I can remove all visible German units this way.

Posted: Mon Dec 26, 2011 9:18 pm
by rkr1958
Yep, I'm able to make all visible German units disappear. They are put into the German force pool and apparently all converted to SS. Note the large negative PP's for the Germans. All ground units are converted to SS (20+) but the air units aren't even though they're ready for deployment after 2 turns.

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Posted: Mon Dec 26, 2011 10:01 pm
by rkr1958
By the way, it's not the axis player that's doing this but the allied player! He's able to take every visible German off the map every turn regardless of status. That is, even an SS unit is but back into the build queue and the German player is charge the upgrade cost (again and again and again). I hotseated this and the allied player with the French and Polish army can defeat the Germans in 4-turns.

Posted: Mon Dec 26, 2011 10:27 pm
by Kragdob
rkr1958 wrote:By the way, it's not the axis player that's doing this but the allied player! He's able to take every visible German off the map every turn regardless of status. That is, even an SS unit is but back into the build queue and the German player is charge the upgrade cost (again and again and again). I hotseated this and the allied player with the French and Polish army can defeat the Germans in 4-turns.
I knew there was a way for Poles to win that war! :D

Will see tomorrow if I can do that as well.

Posted: Mon Dec 26, 2011 10:58 pm
by joerock22
That is one hell of an exploit! Nice catch.

Posted: Tue Dec 27, 2011 2:29 am
by JimR
Who knew that a WW2 simulation could have a "cosmic wormhole" function? Egads.

Yikes! Thanks Ronnie for finding this... Gee wiz

Posted: Tue Dec 27, 2011 4:01 pm
by KingHunter3059
Wowzer!

Posted: Tue Dec 27, 2011 6:49 pm
by PionUrpo
Damn, wonder how that happened in the first place :shock:

Unit Disappearing Bug Still Lingers for Hotseat Play.

Posted: Sat Jan 07, 2012 4:41 pm
by rkr1958
A bit of this bug still lingers; but apparently only in hotseat play. Here's are the steps for recreating the bug.

1. As the allied player click on a German unit as the last action before ending the turn.

2. End the turn.

3. Then, as the axis player hit the options menu that includes the game save.

4. The elite SS dialogue box pops up and you are able to convert a unit to SS even though your current capacity is 0.

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Posted: Mon Jan 09, 2012 8:26 pm
by Peter Stauffenberg
Bug is fixed ... I hope. :)

I added the function deSelect() at the end of endturn2 so ensure that no unit or hex is selected when the next player opens the turn. In PBEM it won't matter because you start the game first, but in Hotseat you play the other side turn immediately.