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A list of "bugs"

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All Forums >> [Current Games From Matrix.] >> [World War I] >> Guns of August 1914 - 1918 >> Guns of August Support >> A list of "bugs" Page: [1]
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A list of "bugs" - 1/18/2010 8:53:49 PM   


Posts: 85
Joined: 10/21/2003
Status: offline
This game is real nice and very well done. A little tricky to get the hang on though, without reading the manual that is. I have now played for about 15 hours just testing the game. I have come across some peculiarities that I need some help on solving. Perhaps I am doing something wrong or misunderstand things, or there is bugs in this game:

1. The Ottoman Empire: They have joined the CP. As TE I wanted to attack Palestine. First I could not move across the border. I activated the HQ and moved next to Jerusalem. The only way I can move now is backwards.

2. Stacking: The manual says the stack "cost" for each corps is 3 and max stack size is 14. How is it then possible that I am facing a German stack with 6 corps? Most of them are depleted but the manual don't mention that as a way to "overstack". Se attachment

3. Cavalry: I have many times experienced that the cavalry will not move in the same direction than the other forces. The arrows points in all other direction than all the other units moved...

4. Russian airplanes: I have had I squadron since the beginning of the war but opposite on the west front where I can point on an enemy unit in the order phase and thus remove the fog of war, this has never worked with Russia. Strange.

5. Music: My game is very quiet, apart from at opening sound and some battle glam. I have choosed music on, but it is still quiet most of the time. Feels a little odd.

Any help is much appreciated.

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< Message edited by Tordenskiold -- 1/18/2010 10:15:40 PM >


Post #: 1
RE: A list of "bugs" - 3/30/2010 8:48:23 PM   

Posts: 129
Joined: 10/24/2003
From: Colorado Springs, CO
Status: offline
Some information that may help.

1. Everytime you want to attack with infantry (move onto enemy controlled territory) you need to activate a headquarters (caveat on cavalry, see 3 below). The headquarters and the infantry in the same and adjacent hexes will now be able to enter enemy hexes. The activated units will be outlined in yellow. The activation only lasts for that impulse. If you wish to move them into enemy territory the next impulse it will take another activation even though it may be the same overall turn. The summer turns have many impulses and you will find yourself burning though HQs actiavtion points quickly. The game is very different from WWII games as you find yourself pacing your offensives to match up with available HQs activations. I look at it as logistical limitations of the era.

2. I have seen hexes get overstacked as a result of retreating out of combat. I suspect it hurts you to be overstacked (artillery vulnerability) if nothing else and I always move the extra units out when they are mine.

3. Cavalry has special rules associated with them. They can only enter clear terrain hexes and they can only enter enemy hexes when they start stacked with a friendly infantry unit. A tactical note here is that over a two impulse timeframe you can advance the front over unopposed hexes by using cavalry and infantry together. This can work well in the middle east where the Ottomans don't always have the forces to garrison the entire front against a British (and possibly French) advance. One word of caution in the middle east, supplies get short and units start to starve to death if you push to far forward.

4. Flying airplanes only provides the opportunity to get reconasance (sp). When the air combat screen comes up during the strategic resolution portion of the phase, there is a column labeled support. If there is a number other than zero under that column, that is how many hexes you can remove FOW from. With only one plane flying it can be hard to consitently get reconasance (sp).

5. Can't help on this one as I leave music off in my games.

(in reply to Tordenskiold)
Post #: 2
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