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New bugs detected
Posted: Tue Mar 04, 2014 2:16 am
by simonmcgowan
Overall - B.A. 2 very impressive on early playing. Thanks! Have just been playing a skirmish on a snowy Russian landscape. A number of landscape hexes change from craters etc to blue and green striped shapes. Not sure why but,at the end of my game, there was about 5 of them across the landscape.
Also, just an observation. The Panzer 3s seem much more powerful in this version? One took out my KV1 on its strong front armour whilst itself resisting a number of side shots from a KV1 and SU-85???
Finally, the Russian AT units [2 soldiers] when moving seem to drop their gun and carry on running on the spot before righting themselves.
Overall - congratulations to the Slitherine team though - have een waiting for this game for a while and it hasn't disappointed. Love the create your own skirmish feature.
Re: New bugs detected
Posted: Tue Mar 04, 2014 3:57 pm
by pipfromslitherine
Thanks for the feedback!
My first question would be whether it resisted them (deflected) or whether the shots missed?
Cheers
Pip
Re: New bugs detected
Posted: Tue Mar 04, 2014 5:39 pm
by AndrewGardner
Do you recall which variant of the Panzer III it was? If it was up against an SU-85, I would guess it was a later variant than the ones that appeared in most of the BA campaigns which should be improved, although still not a good match for an SU-85 or KV-1 1942 (at equivalent range).
Re: New bugs detected
Posted: Thu Mar 06, 2014 6:13 am
by simonmcgowan
No, sorry - can't remember the variant. There were 5 or 6 shots shared between the Pnzr 3 and my KV1 and 3 or 4 between the P3 and SU-85 - can't really give you much more info than I was very surprised how well the Panzer 3 did.
One other feature I was hoping for is really daft but here goes...When typing a message to a friend playing multiplayer, I was hoping to put a cursor into the text anywhere after noticing an error. Still have to leave it wrong or delete the whole text back to the error. Can this be changed?
Re: New bugs detected
Posted: Thu Mar 06, 2014 9:05 pm
by alfamail
Unit spotting/visibility doesn't seem right. When the enemy seems to spot your own hidden units you have to assume it is because there is a scout nearby that you just have not seen. However, I have seen some examples where my own units have been able to "see" enemy units which they should not be able to see. One example, I was able to see and mortar a unit several squares away in a wood even though I had no other units anywhere near the target.
In BA and perhaps in BA2 if a unit lays down supressing fire "just in case" even though there is no enemy unit within miles the suppressing unit is visible to the enemy during turn playback and also during the enemy turn.
In both BA and BA2 during turn play back, movements after combat are visible and probably should not be. For example, when an infantry unit in a building withdraws away from contact to an adjacent building. Moreover the visibility remains on for the enemy turn. This does not seem to happen every time and so cannot be relied upon. Perhaps there is something subtle going on which I am missing. It wouldn't be the first time.
Re: New bugs detected
Posted: Thu Mar 06, 2014 9:26 pm
by pipfromslitherine
If a unit has been forced visible (e.g. by firing at someone) then their progress will indeed be tracked across the battlefield.
Cheers
Pip
Re: New bugs detected
Posted: Thu Mar 06, 2014 9:28 pm
by alfamail
A soviet flame thrower unit with morale of 100, ammunition and action points could not fire. On inquiry all HE and AT effectiveness counts were shown as 0. I may be misunderstanding something but it doesn't seem right.
By the way, I have noticed some Russian units with morale of 200. Is that right?
Re: New bugs detected
Posted: Thu Mar 06, 2014 9:40 pm
by alfamail
"If a unit has been forced visible (e.g. by firing at someone) then their progress will indeed be tracked across the battlefield."
Thanks Pip.
I can see how that makes sense if the firing unit is within viewing range and in a fire fight. However, I am a little less sure it makes sense if the unit withdraws deeper into woods or into an adjacent building where they would not normally be visible. But if that's the rules ...
However, it doesn't make sense if the firing unit is on the other side of town and nowhere near anything that could spot it and is just firing for (possible) suppression (of a unit that is not actually there). Mortars and other artillery are not visible (or should not be) when they fire even if they are firing blind.
Cheers, Al