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Movement bug? - 10/28/2012 7:12:53 PM   
koniu


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Game is played under 1119b

I have notice that earlier but was not sure. But now i am

Look at TF 438, TF 437, TF 415 and 431

Mission speed. So TF should move 4 hexes at night and 4 at day. But instead TF move 13 hexes. So in one of move phases TF was moving at full.
No enemy around. No air danger. But TF commanders decide to use full speed.

I have that feeling that TFa are using full speed without orders from point when we upgraded to new betas. But today i have proof.

I read somewhere that anther players also have mentioning that they seen TFs moving on full speed when ordered to mission

Michaelm, in answer please keep intel details to You as this in ongoing PBEM

Save before move


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< Message edited by koniu -- 10/28/2012 8:16:35 PM >


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RE: Movement bug? - 10/28/2012 7:14:50 PM   
koniu


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Save after movement


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RE: Movement bug? - 10/29/2012 7:02:31 AM   
koniu


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It also look like it only apply to new created TFs in turn they are created. After that they move normal.

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RE: Movement bug? - 10/29/2012 7:11:03 AM   
Erkki


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Same thing here, and seems to only happen with CV and SC TFs. Forcing cruise speed for a TF with damaged ships in it did nothing - they decided to warp 13 hex in 24 hours any way. Had this happen at least 8 times already and its only turn 6.

edit: beta 1117 here

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RE: Movement bug? - 10/30/2012 6:55:56 AM   
Erkki


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Okay now that I actually looked through most of my TFs... I found that of the ones that were moving, HALF moved more than they should have. Looks like the only way to prevent this is to set "remain on station"(that doesnt allow reaction) and set the target hex only as far as one would want the TF to move that turn. And they use FLANK SPEED ANY WAY - quite annoying when KB does this every other day in the very beginning of the campaign, nearly runs itself out of fuel and suffers sys damage.

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RE: Movement bug? - 10/30/2012 7:20:57 AM   
koniu


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quote:

ORIGINAL: Erkki

Okay now that I actually looked through most of my TFs... I found that of the ones that were moving, HALF moved more than they should have. Looks like the only way to prevent this is to set "remain on station"(that doesnt allow reaction) and set the target hex only as far as one would want the TF to move that turn. And they use FLANK SPEED ANY WAY - quite annoying when KB does this every other day in the very beginning of the campaign, nearly runs itself out of fuel and suffers sys damage.


Behaving like this can cripple entire operation. Especially for Japanese player with limited fuel reserve for ops. If we add to that sys damage taken by ships. Not fun at all.

I hope Michaelm will look at this to at lest confirm it is a bug or WAD and we doing something wrong with settings.

Erkki: If You can add saves. Maybe that will help with explaining that behavior

< Message edited by koniu -- 10/30/2012 7:29:49 AM >


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RE: Movement bug? - 10/30/2012 7:41:41 AM   
KenchiSulla


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I have observed the same issues within the latest beta...

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RE: Movement bug? - 10/30/2012 7:45:26 AM   
Erkki


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quote:

ORIGINAL: koniu

quote:

ORIGINAL: Erkki

Okay now that I actually looked through most of my TFs... I found that of the ones that were moving, HALF moved more than they should have. Looks like the only way to prevent this is to set "remain on station"(that doesnt allow reaction) and set the target hex only as far as one would want the TF to move that turn. And they use FLANK SPEED ANY WAY - quite annoying when KB does this every other day in the very beginning of the campaign, nearly runs itself out of fuel and suffers sys damage.


Behaving like this can cripple entire operation. Especially for Japanese player with limited fuel reserve for ops. If we add to that sys damage taken by ships. Not fun at all.

I hope Michaelm will look at this to at lest confirm it is a bug or WAD and we doing something wrong with settings.

Erkki: If You can add saves. Maybe that will help with explaining that behavior



I'm not home at the moment but I could do that later today. Or I could always email/drop-box the saves to michaelm. My AAR has more detailed observations and I can provide a tracker database and point where and when I've noticed this to happen.

edit: should be noted that the beta that I am using is (IIRC) 1117, so not the very latest, but close.

< Message edited by Erkki -- 10/30/2012 7:46:36 AM >


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RE: Movement bug? - 10/31/2012 7:13:44 AM   
Erkki


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Any ideas or suggestions? I will try to reinstall the beta patch today as the resolution is done with the Jap players' gae... but I doubt that it will help.

As it is the game is pretty much unplayable as managing TFs is very difficult + they burn much more fuel and suffer damage.

I want my fuel bug back in place of this one...

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RE: Movement bug? - 11/1/2012 10:36:16 AM   
koniu


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Any info about confirmation ar deny that this this is a bug?

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RE: Movement bug? - 11/1/2012 2:03:23 PM   
michaelm75au


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Looking at just one of the TF, it switched to mission speed (ie 9 hex) due to being near its destination.
This is a valid - Surface combat TF near destination, Bombardment TF running in.
However, the check is if the range to the destination is less than the max hex per pulse (12) without considering the actual mission speed of the TF.
It should consider the mission speed also.

[edit] this has been the case back for last 3 patches. it is not a beta patch issue. but i think that it is incorrect as it stands

[edit]
included in 1119g. interesting to see what impacts it has on bombardment run-ins.

< Message edited by michaelm -- 11/2/2012 10:40:21 AM >


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