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Verified bugs in v2.3

 
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Verified bugs in v2.3 - 7/14/2000 9:22:00 PM   
Dean Robb

 

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From: Va Beach, VA USA
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Some bugs I've encountered and recreated multiple times for validity; presented so we can make sure they don't make it into v3.0 1. When a unit (usually infantry) shares a hex with another unit AND fires on an adjacent enemy unit; it will not assault and usually will not fire it's primary or secondary weapon. This oddness has been noticed with vehicles, but rarely. The shot number decrements, but there are no SFX, VFX, or (so far) damage done to the enemy. 2. When my Russian 120mm mortars have run out of HE ammo, they will not fire smoke; providing the message that units retreating, etc. cannot fire. Have only experienced this with 120mm mortars to date but it affected 8 different mortar units. 3. Many times, with no apparent rhyme, reason or rationale, I've been unable to cancel a fire mission. This phenomenon applies to missions I try to cancel immediately after setting them up (while still in the bombard screen) and missions I want to cancel because they're no longer needed. Suggestion: Recommend decreasing the side effects of satchel charges. I've actually lost more men to proximity satchel charges than to proximity 1000 lb bomb bursts. A satchel charges just isn't THAT big a boom!

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- 7/14/2000 9:54:00 PM   
Tommy

 

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Dean, I think I saw #1 in the Russian attacking the German line, with the partisans coming in behind the Germans. I can't remember the name - maybe the 5th one on the list. My AFV "lost" the 1st & 2nd shots on an adjacent target. No sound, no damage - just the loss of a shot and the target shooting back at me. I thought I just missed and the game skipped over the special effects (sound & graphics stuff) because it was busy. In that same scenario, the three 120mm Russian mortars ran out of HE and showed the "retreating" status. Tom

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- 7/15/2000 6:18:00 PM   
Belaja smert

 

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From: Helsinki, Finland
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quote:

Originally posted by Dean Robb: 3. Many times, with no apparent rhyme, reason or rationale, I've been unable to cancel a fire mission. This phenomenon applies to missions I try to cancel immediately after setting them up (while still in the bombard screen) and missions I want to cancel because they're no longer needed.
I have seen this happen too. In my case it was in a generated battle, but I think it has happened in scenarios too. The units that ordered the fire missions had command points left and could order more fire missions but not cancel previous ones. I tried to use other units to cancel but that didn't work either. Belaja smert

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- 7/15/2000 11:39:00 PM   
Jon Grasham

 

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I assume the first one is random then, as I have had 2 Infantry squads in the same hex, and they each made 2 assualts on the Sherman stack that was adjacent to them. Have seen the lost shots followed by opp fire though. I have seen this in SP2, 3, and I THINK even 1 though. I was told somewhere along the road it was an experience check or somthing, but always thought it odd that I lost the shot, rather than got interupted, and then could make the shot (which I have also seen..)

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