Matrix Games Forums

Deal of the Week Pride of NationsTo End All Wars Releasing on Steam! Slitherine is recruiting: Programmers requiredPandora: Eclipse of Nashira gets release dateCommunity impressions of To End All WarsAgeod's To End All Wars is now availableTo End All Wars is now available!Deal of the Week: Field of GloryTo End All Wars: Video, AAR and Interview!Ageod's To End All Wars: Video, AAR and Interview!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Commander bug

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Time of Fury >> Tech Support >> Commander bug Page: [1]
Login
Message << Older Topic   Newer Topic >>
Commander bug - 1/30/2012 10:50:53 PM   
Rex

 

Posts: 8
Joined: 1/26/2012
Status: offline
I haven't seen this one mentioned before so I thought I'd better point it out.

The screenshot below illustrates the problem.

The 4th Panzer starts next to a level 7 commander. The tool tip shows total effectiveness should be 50% for doctrine level plus 12.6% for command influence. But the effectiveness shown doesn't include the command bonus.

However, when I attach a commander to the unit, it's effectiveness goes up 50% more than it should.

With a level 4 commander, the tool tip shows a 12% increase for command influence. But the effectiveness has gone up 18%.

With a level 7 commander, the tool tip shows a 21% increase, but effectiveness has gone up 31%.

With a level 8 commander, the tool tip shows a 24% increase, but effectiveness has gone up 36%.

I checked and this happens in both v1 and the beta for the patch.





Attachment (1)
Post #: 1
RE: Commander bug - 1/31/2012 1:21:17 AM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
I need to check why it does not consider the commander in first case.
However IIRC (without looking into the code), next modifier is multiplied by the all previous modifiers.

(in reply to Rex)
Post #: 2
RE: Commander bug - 3/5/2012 10:51:55 PM   
Baris

 

Posts: 119
Joined: 8/17/2011
Status: offline
I have the same problem under 1.1 . I think all sub-command bonus applied to unit with a commander.

(in reply to doomtrader)
Post #: 3
RE: Commander bug - 3/14/2012 12:54:48 PM   
Baris

 

Posts: 119
Joined: 8/17/2011
Status: offline
Hi,
Is the issue above a bug? It seems units near commander unit does not get bonus. While the commanders does get all bonuses. I have asked because I couldn't find anything in the manual.
Cheers

(in reply to Baris)
Post #: 4
RE: Commander bug - 3/15/2012 2:53:26 AM   
Razz


Posts: 2522
Joined: 10/21/2007
From: CaLiForNia
Status: offline
page 27
page 39
page 40
page 45
page 60
page 74
page 76

39 specifically states the range

(in reply to Baris)
Post #: 5
RE: Commander bug - 8/27/2012 1:25:23 PM   
Baris

 

Posts: 119
Joined: 8/17/2011
Status: offline
Thanks though my manual have different page numbers about commander bonuses in manual.

Does units near Hq receive bonus? It is written in tool tip that they gain effectiveness but it doesn't add up in final percentage when a commander nearby.
And also does att-def modified strenght have impact in combat? Combat log shows unmodified values.

(in reply to Razz)
Post #: 6
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Time of Fury >> Tech Support >> Commander bug Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.102