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Bugs
Posted: Sat Sep 28, 2013 12:23 am
by LandMarine47
Post any and all bugs on the scenarios here
Re: Bugs
Posted: Sun Sep 29, 2013 3:45 pm
by guardsman
Mentioned it before and Per-Anders agreed with it allied engineers do not remove tank traps in this scenario.
Cheers
Re: Bugs
Posted: Sat Oct 12, 2013 8:26 pm
by LandMarine47
Has anyone been experiencing Frame Rate issues on Bergen-Op-Zoom? I'm getting some on my iPad
Re: Bugs
Posted: Wed Oct 16, 2013 1:16 pm
by kingt
Hey guys, I've been playing all four maps, and I've noticed that in several places the wood is transparent. That means I can retreat two tiles inside a forrest and still be shot at and return fire. It also happened that I was shot at by a unit beyond the forrest, with my units approaching from the other side, therefore they shouldn't be spotted.
These sort of engagements are certainly surprising especially when I expect cover to work in my favor.
Otherwise, the maps are great so far. Haven't finished them but they certainly are challenging.
Re: Bugs
Posted: Wed Oct 16, 2013 5:00 pm
by cavehobbit
kingt wrote:Hey guys, I've been playing all four maps, and I've noticed that in several places the wood is transparent. That means I can retreat two tiles inside a forrest and still be shot at and return fire. It also happened that I was shot at by a unit beyond the forrest, with my units approaching from the other side, therefore they shouldn't be spotted.
These sort of engagements are certainly surprising especially when I expect cover to work in my favor.
Otherwise, the maps are great so far. Haven't finished them but they certainly are challenging.
Thanks for your feedback! The transparent forest edges (it should only be edges of he forest that are transparent) are actually not a bug, they are intended to be transparent. The thought is that they will represent forests with little undergrowth. I've not had time to ask how this works. In BA forest tiles does not block sight, you need to 'plant' a special blocking tree in the tile for it to block sight. I know in most (all?) maps forest are blocking sight, but I wanted to try and make 'light' forests. Especially in the first scenario this is intended to help the Germans to set up ambushes as they can be deployed two tiles into the forest and fire at the Canadians in the open. Maybe units in the open can use this to their advantage instead?
It would be good to hear from more who played the maps what you think of the idea of 'light' forests? Is it good or just confusing and too far from vanilla BA? Should the transparent tiles be 'marked' in some way, no trees for example just bushes?
Kingt, it would be great if you could give us more feedback especially on the balance of the forces. Once again thanks for your feedback

Re: Bugs
Posted: Wed Oct 16, 2013 10:20 pm
by kingt
The transparent forest edges (it should only be edges of he forest that are transparent) are actually not a bug, they are intended to be transparent. The thought is that they will represent forests with little undergrowth. I've not had time to ask how this works. In BA forest tiles does not block sight, you need to 'plant' a special blocking tree in the tile for it to block sight. I know in most (all?) maps forest are blocking sight, but I wanted to try and make 'light' forests.
Yeah, I know about the blocking tree, I think all official BA maps have it in place, there are some errors here and there.
It's confusing to not have cover when you know it should be there and it's annoying as it destroys pieces of attack/defense strategy. For example, had I known a Priest is shooting through woods (reacting fire), I wouldn't have moved fast on the other side of the woods with infantry that was supposed to be safe (after I had cleared all danger). Not to mention, I would have killed the Priest with my tanks first, which can just as well shoot through the woods like the Priest. This also means that when I'll defend, I'll know about the forrest trick beforehand and place units accordingly, and maybe even keep them out of tank range.
Now I'm having to think twice whether I can advance through forrest / setup ambush / sneak / retreat, not knowing what the line of sight is for both my units and the enemies. Because I can't tell in advanced what tiles work as blocked forrest and what don't.
Maybe using bushes with same cover rating instead of forrest would be better, otherwise I think many veteran BA players will fall in such forrest traps.
Other things I've noticed:
- flags are even, so who wins a game that ends 2-2 or 3-3?
- commander doesn't have powers, no special abilities light up (I'm playing both sides in various games and I'm yet to activate powers)
- the Push ability for guns and HMGs should be placed under the Turn arrow. I pushed the guns/HMGs too many times when all I wanted to do was to turn them towards a different direction

)) Having played so much BA I do it without realizing there's another button on top of the one I want to select.
Re: Bugs
Posted: Wed Oct 16, 2013 11:14 pm
by LandMarine47
kingt wrote:
Other things I've noticed:
- flags are even, so who wins a game that ends 2-2 or 3-3?
- commander doesn't have powers, no special abilities light up (I'm playing both sides in various games and I'm yet to activate powers)
- the Push ability for guns and HMGs should be placed under the Turn arrow. I pushed the guns/HMGs too many times when all I wanted to do was to turn them towards a different direction

)) Having played so much BA I do it without realizing there's another button on top of the one I want to select.
As we said before leaders have no power (yet) but in the next (and hopefully) last build they will have their regular actions
And if there is a tie whoever lost more men loses (Canadians always outnumber the Germans!)
As for the push I feel your pain! I myself have moved an AT gun out of cover many times

Re: Bugs
Posted: Fri Oct 18, 2013 3:09 am
by kingt
The forrest thing is becoming a real issue during game play. In Bergen for example, there was shooting through four rows of forest on the left flank (defending) where the forrest is.
I've had an opponent quit multiple games over the issue (it's both advantageous and disadvantageous for both players in the game) and I fear it may affect similar games in the future.
Re: Bugs
Posted: Fri Oct 18, 2013 3:16 am
by LandMarine47
After we finish Bergen Op Zoom (if school lets me

) I'll play this and see if it's really that bad.
Re: Bugs
Posted: Fri Oct 18, 2013 7:29 am
by cavehobbit
kingt wrote:The forrest thing is becoming a real issue during game play. In Bergen for example, there was shooting through four rows of forest on the left flank (defending) where the forrest is.
I've had an opponent quit multiple games over the issue (it's both advantageous and disadvantageous for both players in the game) and I fear it may affect similar games in the future.
Thanks for letting us know. Maybe it's a step to far and try to create forests with longer visibility. I have no trouble using forest tiles with blocking tree all over if this makes the scenarios better. Remember these maps are in an early beta testing this feedback you give is just the one we want
It would be great if more people got their view of 'light' woods or if it's better using blocking trees in every forest tile.
- flags are even, so who wins a game that ends 2-2 or 3-3?
Our first thought was to have games that could end in a Draw. Personally I like to play battles (in other games) when a battle ends in a Draw after a tough fight. But sadly BA seems to lack the concept of Draw
http://slitherine.com/forum/viewtopic.p ... 48#p428333
Therefore we need to rethink what to do or find any other solution. Any ideas and thoughts are welcome. Maybe it's just me who like Draw results...
- commander doesn't have powers, no special abilities light up (I'm playing both sides in various games and I'm yet to activate powers)
I had problems with the code so we decided to release this version anyway. But in the next version the leaders will be able to rally other units. If this will work well for game balance will be one of the next things we needs to test.
- the Push ability for guns and HMGs should be placed under the Turn arrow. I pushed the guns/HMGs too many times when all I wanted to do was to turn them towards a different direction )) Having played so much BA I do it without realizing there's another button on top of the one I want to select.
Interesting. Personally I've never thought of the order in which the abilities are placed. I will contact Enric to find out if it is possible to change the order in which the abilities are shown.
Once again, Kingt, thanks for your valuable feedback

Re: Bugs
Posted: Mon Nov 04, 2013 9:29 pm
by cavehobbit
Not an actual bug, but in the Counter Stroke battle the Canadian mines has no effect on the Germans. Reason to this is that in vanilla BA only one side can be damaged by mines and as default this is the Allies. But Enric have a script that will damage both sides. I plan to include this script in the next release.