Eliminated HQ's don't go away

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MrLongleg
Posts: 715
Joined: Tue Mar 14, 2006 6:45 pm
Location: Plymouth, MA, USA

Eliminated HQ's don't go away

Post by MrLongleg »

I just killed two Italian HQ's in "Operazione E" and they are still displayed in the right panel, although they can not be seen on the map. That means I cannot move my tanks out of this hex, which kills the game at this point.

I cannot upload the screenshot, because it is more than 200K, here is a DropBox Link instead:

https://www.dropbox.com/s/8h3cko5vchk7n ... g.jpg?dl=0

Here is a link to the zipped games saves:

https://www.dropbox.com/s/iumbgea1h86cheq/save.zip?dl=0

At Hex 44,39 you find another killed HQ, that won't disappear. So this seems to be a general problem.

-- edited

After reloading the scenario the dead HQ's are gone. So that would be a work around

Since this is a game breaker I would be happy to get a fix soon, had so much fun playing the scenario...
MrLongleg

Life is too short to drink bad wine ;-)
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Saint Ruth
Posts: 1385
Joined: Wed Dec 16, 2009 1:39 pm

RE: Eliminated HQ's don't go away

Post by Saint Ruth »

If you replay the turn (not reload after it has occured), does it happen again?
(I.e. can you reproduce it?)

Is there an Error file in your My Games/DesertWar directory?
MrLongleg
Posts: 715
Joined: Tue Mar 14, 2006 6:45 pm
Location: Plymouth, MA, USA

RE: Eliminated HQ's don't go away

Post by MrLongleg »

The only error file I found is the NPE I posted separately. I can't replay because I do not have a save from before. But I believe it is easy to reproduce: just kill a HQ unit and see what happens. It occurs when HQ's are alone or stacked with other units. I saw it several times in my game.
MrLongleg

Life is too short to drink bad wine ;-)
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Saint Ruth
Posts: 1385
Joined: Wed Dec 16, 2009 1:39 pm

RE: Eliminated HQ's don't go away

Post by Saint Ruth »

Cheers, will try it tongiht.
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Saint Ruth
Posts: 1385
Joined: Wed Dec 16, 2009 1:39 pm

RE: Eliminated HQ's don't go away

Post by Saint Ruth »

Will be fixed in the next release.
Until then, to get rid of it, go into Display Options and set the move unit type to top of stack to empty (from the
default of HQ).
What's happening is that at the start of your turn it moves the HQs to the top of the stack even though they're dead, which adds them to the hex (D'oh!)
MrClock
Posts: 66
Joined: Sat Dec 13, 2014 9:49 am
Location: Milan - Italy

RE: Eliminated HQ's don't go away

Post by MrClock »

Is there any ETA for the next patch?
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Saint Ruth
Posts: 1385
Joined: Wed Dec 16, 2009 1:39 pm

RE: Eliminated HQ's don't go away

Post by Saint Ruth »

Hi, sorry about the delay. Been away on holidays.
Should be at the start of Sept as we're just doing a few minor graphic updates.
thanks,
Brian
MrClock
Posts: 66
Joined: Sat Dec 13, 2014 9:49 am
Location: Milan - Italy

RE: Eliminated HQ's don't go away

Post by MrClock »

Thanks!
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