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Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 8:14 am
by kverdon
Well another OOB release and another round of incompletely tested buggy scenarios. At least you are consistent. I just completed Sevastopol but failed 2 or the secondary victory conditions due to reasons I can't explain.

1. Thor takes less than 3 damage - Thor only took 1 damage ending with a value of 9. Still marked as not complete (X).
2. Keep 5 Romanian units alive - I lost Zero (0) Romanian units but this is still marked as incomplete (X).

Is it REALLY too much to ask that these scenarios are tested before release? I don't know what they negative effects of these failing are. If I loose the Romanians well I guess I'll just use the cheat codes to bring the rest of my core onboard. The 2 SP are probably not a loss as they don't tend to be of much use anyways. It would be good however ever if you could fix these 2 issues.

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 8:29 am
by kondi754
Don't be upset, I suppose other errors reported during tests were more serious and had priority. Soon there will be a patch that will fix it. :wink:

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 9:58 am
by Erik2
Note that a missing green checkmark does not neccesarily mean that the objective is not met.
If you got the red cross failed objective, that would surely indicate a bug.

But I agree, the green checkmark should be activated.

And, a lot of issues were reported (and fixed) during beta. Believe me...
Unfortunately, the beta period for Panzerkrieg was a bit shorter than usual.
Maybe to make the campaign available before Christmas.

The new faster 64bit version will allow you to load large maps that would previously fail.
But it also caused new problems that are on top of the priority fix list.
I'm confident we'll see a couple of smaller (auto-update?) patches fixing any issues reported after launch.

Note that I'm not affiliated with Slitherine.
These are my own, personal comments.

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 10:52 am
by bebro
Thanks for reporting - indeed some conditions checked by the game at the very end of a scn could be still ok without a green marker, but we'll check this one to be sure if it's a prob or not.

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 11:51 am
by kondi754
kverdon wrote:Well another OOB release and another round of incompletely tested buggy scenarios. At least you are consistent. I just completed Sevastopol but failed 2 or the secondary victory conditions due to reasons I can't explain.

1. Thor takes less than 3 damage - Thor only took 1 damage ending with a value of 9. Still marked as not complete (X).
2. Keep 5 Romanian units alive - I lost Zero (0) Romanian units but this is still marked as incomplete (X).

Is it REALLY too much to ask that these scenarios are tested before release? I don't know what they negative effects of these failing are. If I loose the Romanians well I guess I'll just use the cheat codes to bring the rest of my core onboard. The 2 SP are probably not a loss as they don't tend to be of much use anyways. It would be good however ever if you could fix these 2 issues.
If you received 7 spec points after Sevastopol, it is only green marker issue.
If you get 5, it is an objective's trigger problem. (I vote for this option) :wink:

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 1:20 pm
by Andy2012
kverdon wrote:Well another OOB release and another round of incompletely tested buggy scenarios. At least you are consistent. I just completed Sevastopol but failed 2 or the secondary victory conditions due to reasons I can't explain.

1. Thor takes less than 3 damage - Thor only took 1 damage ending with a value of 9. Still marked as not complete (X).
2. Keep 5 Romanian units alive - I lost Zero (0) Romanian units but this is still marked as incomplete (X).

Is it REALLY too much to ask that these scenarios are tested before release? I don't know what they negative effects of these failing are. If I loose the Romanians well I guess I'll just use the cheat codes to bring the rest of my core onboard. The 2 SP are probably not a loss as they don't tend to be of much use anyways. It would be good however ever if you could fix these 2 issues.
It was a tight and difficult beta and a lot of issues were resolved. Some things always fall through the cracks as in any major operation. This is a small team supplying a niche market. So there is no reason to be that passive-aggressive. Keep your cool and enjoy a very good DLC. :D

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 4:06 pm
by kverdon
Kondi is correct, it is not a marker issue. I only received 5 Spec points. I am assuming that the Romanian Secondary is failed as well. I may have to load up the scenario in the editor to see what I lost with that one.

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 4:48 pm
by bru888
@bebro: The triggers themselves seem correct. However, there is a bit of theory involved, perhaps, which only you and adherbal can comment upon.

Say both PRIMARY objectives are set to triggers with "sudden" events, like Combat Event and Capture VP Event. This is the case with the two primary objectives in Sevastopol. When the second of those is triggered as completed, the scenario ends, does it not? Does it end right then and there or is that the start of another turn?

Because, if the scenario ends suddenly with a victory, albeit a minor victory because SECONDARY objectives are not all achieved yet, it could be there is no further Turn Start at the Scenario Turn Limit. For both of these Thor and Rom WIN triggers, that is the set up and I am wondering whether this is the explanation of why they are not firing when the scenario ends:
Screenshot 1.jpg
Screenshot 1.jpg (89.25 KiB) Viewed 4291 times
Based on this, I am transferring this thread to Tech Support, leaving a mirror copy in the general forum.

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 6:46 pm
by bru888
To kverdon's point - a bit harshly stated; we in beta tried very hard but these scenarios are very complicated - his concern is correct in that the successful firing of these triggers is important to later campaign play:
Screenshot 9.jpg
Screenshot 9.jpg (76.46 KiB) Viewed 4265 times
Screenshot 10.jpg
Screenshot 10.jpg (82.53 KiB) Viewed 4265 times
So there ought to be resolution to this issue. Again, I am wondering whether it is looking for a Turn Start and not finding it when the scenario ends on a Combat Event or Capture VP Event.

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 9:38 pm
by kgambit
FWIW, if you wait to seize the final VP (Sevastopol) until the last turn, the Rumanian and Thor secondary victory conditions are marked as completed (green checks) and at least the extra spec pts are awarded. Not sure about the Rumanian army as I just finished the scenario.

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 03, 2017 10:21 pm
by bru888
kgambit wrote:FWIW, if you wait to seize the final VP (Sevastopol) until the last turn, the Rumanian and Thor secondary victory conditions are marked as completed (green checks) and at least the extra spec pts are awarded. Not sure about the Rumanian army as I just finished the scenario.
That would support my theory, I believe.

Re: Sevastopol - Buggy Victory Conditions

Posted: Mon Dec 04, 2017 12:40 am
by kverdon
I checked the scenario and both events were set to trigger on turn 1. I believe that is why they were not triggering. As a test I replayed the scenario with the value changed from 1 to 3 and they both triggered.

Re: Sevastopol - Buggy Victory Conditions

Posted: Wed Dec 06, 2017 6:09 am
by Snake97644
I also had problems with Sevastopol, but for me I did not get the Luftwaffe commander after the three kills and sinking the cruiser. This occurred in both the pre 5.2.2 update, and just now when I tried in the post 5.2.2. I had to pause playing, because I hate losing out on a leader.

Re: Sevastopol - Buggy Victory Conditions

Posted: Wed Dec 06, 2017 8:30 am
by calmhatchery
It is strange because I got the Leader !! after detroying the three artillery units

Re: Sevastopol - Buggy Victory Conditions

Posted: Thu Dec 07, 2017 3:13 am
by Snake97644
I received the ground leader after destroying in the Maxim Gorky, but the other condition is to destroy 3 aircraft and one cruiser to gain a "new air commander". I fulfilled the objective and it is check green, yet the commander has not shown up. Has anyone else had this issue?

Re: Sevastopol - Buggy Victory Conditions

Posted: Thu Dec 07, 2017 9:20 am
by 13obo
My guess would be you already have the same air commander from previous reward (perhaps the Blitzkrieg one?).

Anyway, I'm no modder and haven't played the mission, but this was happening in Blitzkrieg in the Greek scenario where you didn't get the Air Ace if you had already gotten him during the Warsaw mission. It's not a bug.

Someone should confirm that though.

Re: Sevastopol - Buggy Victory Conditions

Posted: Thu Dec 07, 2017 5:39 pm
by CoolDTA
Snake97644 wrote:I received the ground leader after destroying in the Maxim Gorky, but the other condition is to destroy 3 aircraft and one cruiser to gain a "new air commander". I fulfilled the objective and it is check green, yet the commander has not shown up. Has anyone else had this issue?
I had that, too. It is a bug and from what I've been told, will be fixed in the next patch.

Re: Sevastopol - Buggy Victory Conditions

Posted: Fri Dec 08, 2017 12:14 pm
by WarHomer
Same problem here with both the ace and the secondaries.

Re: Sevastopol - Buggy Victory Conditions

Posted: Sun Dec 10, 2017 11:34 pm
by kondi754
I confirm, if we wait until the last turn with the occupation of Sevastopol, all the objectives are marked in green. However, I also didn't get an air commander.