Bugs (Full Version)

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Bronze -> Bugs (2/28/2012 3:25:45 PM)

1. Using the 7th Fleiger division soon after it arrives (still clear weather) in the GC against AI in 1.06.03b. Only 1 in 8 men of the regiment's ~6400 make it to the landing despite a flight of 70 miles and not even really flying by or over Soviet ground units. 12 Junkers of 38 get shot down by biplanes despite being adequately escorted by Me109Fs (ok, I guess they could be falling to flack). I don't have this issue when airlifting supplies or bombing though.

2. My Finnish allies are able to build level 3 fortifications by being next to Soviet fortification units.

3. I am still getting a ton (!) of 0=0 Soviet units on the front lines next to my units.

JAMiAM -> RE: Bugs (2/28/2012 4:37:10 PM)

Number 2 is WAD.

elmo3 -> RE: Bugs (2/28/2012 5:17:56 PM)

Do you have a save file that can repeat the losses in #1?

What is the detection level of the Soviet units when you mouse over them in #3? And do you have a save file?

Baelfiin -> RE: Bugs (2/28/2012 5:58:37 PM)

Von H

It sounds like you are conducting a paradrop,  try using more transports to decrease the sorties flown and see if that helps more para's get to where they are going.

Bronze -> RE: Bugs (2/28/2012 6:06:23 PM)

#2 is WAD? OK.......

I can't quite repeat the losses that I initially got (I didn't try much either) but I have sent a save (before and after paradrop) to 2 by 3 games attn. Elmo. - note I did try it using more transports but still can't get more than 1/3 of the regiment to show up in the drop zone.

There are numerous 0=0 units adjacent to 16th Army divisions that will move when attacked or move when a strong unit moves into their alledged ZOC if no other valid Soviet unit is around (this hasn't been done in the attached save.

Baelfiin -> RE: Bugs (2/28/2012 6:26:48 PM)

Make sure you have percent to fly really low, (like 0) and also you can only drop one regiment at a time as far as i know.  You are shift left clicking the drop hex which should allow you to select air units from the list, yes?

Bronze -> RE: Bugs (2/28/2012 6:51:16 PM)

No, percent required to fly was either 30 or 50% - next time....... Yes, only dropping one regiment and shift left clicking. Thank you for your help.

JAMiAM -> RE: Bugs (2/28/2012 9:22:23 PM)


ORIGINAL: Von Hindenburg

#2 is WAD? OK.......

Yes, you can build level 3 forts if you're adjacent to an enemy controlled hex. The Soviet forts control the hex that they're in. Therefore, Finns (and any other Axis units) adjacent to them can build up to fort level 3 + 10%.

elmo3 -> RE: Bugs (2/29/2012 1:30:03 PM)

Ran a few para drops using your file and averaged about 2/3 of the troops and almost all the guns able to survive the drop. I don't think there is any bug here from what I have seen. Still looking at the 0=0 issue.

Edit - I bug reported the 0=0 issue. It is ticket BG0038.

Bronze -> RE: Bugs (2/29/2012 2:25:51 PM)

Hmmm...... I went home yesterday and ran 5 airdrops. The best I ended up with on the ground was 2200 men.

elmo3 -> RE: Bugs (2/29/2012 3:20:28 PM)

Can you describe the exact steps you are taking please?

Bronze -> RE: Bugs (2/29/2012 5:31:49 PM)

Selecting while in movement mode the 3rd regiment of the 7th Flieger division and the airbase which it is sitting on at the begaining of the turn, I then click on the "airdrop" icon at the top of the screen. I then shift-left click on the hex (the one where the unit is in the save I sent). Next I click "select all" to get more transports and escorts. I then launch the mission.

elmo3 -> RE: Bugs (2/29/2012 7:36:39 PM)

Sorry I'm not following where your drop hex is. Can you give me the X, Y coordinates please.

Bronze -> RE: Bugs (3/1/2012 7:16:53 PM)


elmo3 -> RE: Bugs (3/1/2012 8:38:08 PM)

OK I ran the test 3 times and each time the Soviets intercepted and shot down approximately one third of the transports. That is clearly why so few paratroopers are making it to the ground. So I don't see any bug here in terms of the game mechanics not working properly. You could argue that too many transports are being lost but the Soviets are losing at least a third of their intercepting forces as well so obviously they are willing to engage to stop the transports. To be honest I don't see a bug here. Perhaps air combat needs further adjustments but it would require a lot more testing before that would happen.

gradenko_2000 -> RE: Bugs (3/2/2012 12:40:58 AM)


Number 2 is WAD.

To be clear, you're able to build up to level 3 forts NOT because you're adjacent to a Soviet fort unit, but because you're adjacent to an enemy, period.

You can always build up to level 2 forts.

You can build up to level 3 forts IF you're adjacent to an enemy OR you're adjacent to a FRIENDLY fort unit. You can keep the fort level even after the enemy moves out or even after your friendly fort is removed for whatever reason

You can build up to level 4 forts IF the hex itself has a fort unit in it (and the hex is urban?). You can keep the fort level even after the friendly fort has been removed for whatever reason.

You can build up to level 5 forts IF the hex itself has a fort unit in it, and the hex is a Port, AND is urban, as in Leningrad. You can keep the fort level even after the enemy moves out or even after your friendly fort is removed for whatever reason

elmo3 -> RE: Bugs (3/7/2012 9:31:32 PM)

I checked #3 using the debugger and those 0=0 units are in fact CV=0 depleted units. So they are correctly showing as 0=0 with the high detection levels. I don't see any bug there.

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