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Fortress Hexside Bug

 
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Fortress Hexside Bug - 10/13/2014 8:45:19 PM   
Omnius


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Joined: 6/22/2012
From: Salinas, CA
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I remember reading a long time ago about someone who reported that he was experiencing problems with hexsides between France and Germany. It looks like that bug is still around and I have a saved game of it just in case one was never forwarded.

I put down fortress hexsides in Karlsruhe, GE hex 54,35, and Saarbruken, GE hex 54,34, however they show up in Strasbourg, FR hex 54,34. The hexsides were built in the SW hexside of Karlsruhe and the SE hexside of Saarbrucken. Yet they showed up in the NE and NW hexsides of Strasbourg. I haven't had combat yet to be able to check if the fortress hexsides are working properly even if they appear in the wrong hex.

I placed two other fortification hexsides in Saarbrucken in the SE and W hexsides and they show properly.

Omnius

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< Message edited by Omnius -- 10/13/2014 9:46:19 PM >
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RE: Fortress Hexside Bug - 10/14/2014 7:39:24 PM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline
That's strange. Those hexes are looking like the Maginot lines fortress and not like a build one to me...

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Peter

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Weird Fortress Hexsides - 10/15/2014 12:15:51 AM   
Omnius


Posts: 833
Joined: 6/22/2012
From: Salinas, CA
Status: offline
Centuur,
Yeah that is odd how the fortress hexsides I built in Germany show up as looking like reconstituted Maginot Fortress hexes. I did read about this over 6 months ago so this hasn't been fixed yet and Steve may not have a save yet to show him the problem. I hope this will help Steve fix the problem.

Omnius

(in reply to Centuur)
Post #: 3
RE: Weird Fortress Hexsides - 10/30/2014 3:30:55 PM   
cfc20045

 

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Joined: 2/19/2014
From: UK
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I don't know if its particular to my game but I'm unable to place any fortifications that I build as Vichy. They have two build points a turn courtesty of the Jerry's and for the last couple of years have been building fortifications but each time I place them on the map (the fort counter is shown on the desired hex) and select the hexside to fortify there is no fort hexside graphic displayed and the counter disappears. All other nations in my game DON'T have this issue including the Nat Chinese. Vichy should be bristling with fortified hexes now but alas no.... and now the allies are advancing quickly.

I do have a number of other strange bugs in my game but I'm not overly concerned by them. For example in France an Italian fighter is shown stacked with two US ground units (left after a ground strike), CW HQ Alexander has been unselectable (not on sentry) on the coast of Morocco for two years and Tunisia cannot be entered or declared war on by either side! Like I said though not worried by these bugs as my game has been going for a long time (since day 1 of release), and although I'm on the latest version (available from the Game Menu) I suspect that they are just an accumulation of old bugs that have since been fixed.

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“My centre is giving way, my right is in retreat, situation excellent. I attack.”

~ Ferdinand Foch

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RE: Weird Fortress Hexsides - 10/30/2014 5:33:17 PM   
Centuur


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From: Hoorn (NED).
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On Vichy production, this is a bug (and an unknown one too!). Let's first look at RAW on Vichy production:

Vichy production
Vichy France can use its resources and factories to produce Vichy
French units. These will always be naval units (AfA Option 10: or
territorial units, see 22.4.5) because other French land and aircraft
units in the force pool are Free French. Vichy France’s basic
production multiple is the same as France’s.


This rule makes it clear the Vichy is not allowed to build any other units than naval units. So you should not be able to build forts using Vichy build points...

That's a bug...

World in flames has so many ways to play, that it is almost impossible to find everything... If you can, can you post a saved game here (zip it and upload it into this forum), so we can also look at the other problems you have noted? There might be more, that we don't know about...

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Peter

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RE: Weird Fortress Hexsides - 10/30/2014 9:05:39 PM   
Viktor_Kormel_slith


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Joined: 11/14/2013
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I detected the Vichy fortress bug, in fact, I built a super line against Torch to see how dissapeared after place it. I did not know the rule and yes I confirm that is a minor but real bug.

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Sorry, for my bad english! "Wiffing" since 1990 to the tomb!

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RE: Weird Fortress Hexsides - 10/30/2014 9:18:12 PM   
jusi


Posts: 127
Joined: 11/18/2013
From: Fontenay-aux-Roses, France
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Didn't remember this rule... But I'm pretty sure i built a territorial with Vichy France in my last game...

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RE: Weird Fortress Hexsides - 10/30/2014 9:19:30 PM   
paulderynck


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Joined: 3/24/2007
From: Canada
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Yes they can also build Territorials and repair naval units, besides building naval units from the Construction Pool. But that's all.

< Message edited by paulderynck -- 10/30/2014 10:19:44 PM >


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Paul

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RE: Weird Fortress Hexsides - 10/31/2014 10:06:26 PM   
cfc20045

 

Posts: 14
Joined: 2/19/2014
From: UK
Status: offline
Thanks Centuur. I've tried to attach my save game file here:



Attachment (1)

_____________________________

“My centre is giving way, my right is in retreat, situation excellent. I attack.”

~ Ferdinand Foch

(in reply to paulderynck)
Post #: 9
RE: Weird Fortress Hexsides - 10/31/2014 10:10:15 PM   
joshuamnave

 

Posts: 967
Joined: 1/8/2014
Status: offline

quote:

ORIGINAL: Centuur

On Vichy production, this is a bug (and an unknown one too!). Let's first look at RAW on Vichy production:

Vichy production
Vichy France can use its resources and factories to produce Vichy
French units. These will always be naval units (AfA Option 10: or
territorial units, see 22.4.5) because other French land and aircraft
units in the force pool are Free French. Vichy France’s basic
production multiple is the same as France’s.


This rule makes it clear the Vichy is not allowed to build any other units than naval units. So you should not be able to build forts using Vichy build points...




Hmm... that seems a bit ambiguous to me. Territorials are, after all, land units. Are fortress hexsides considered land units? What happens to fortress hexes built by France prior to Vichy - are they moved into Vichy along with other land units? What about fortress hexes on the spiral when Vichy is declared?

(in reply to Centuur)
Post #: 10
RE: Weird Fortress Hexsides - 11/1/2014 4:40:39 PM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline

quote:

ORIGINAL: Zartacla


quote:

ORIGINAL: Centuur

On Vichy production, this is a bug (and an unknown one too!). Let's first look at RAW on Vichy production:

Vichy production
Vichy France can use its resources and factories to produce Vichy
French units. These will always be naval units (AfA Option 10: or
territorial units, see 22.4.5) because other French land and aircraft
units in the force pool are Free French. Vichy France’s basic
production multiple is the same as France’s.


This rule makes it clear the Vichy is not allowed to build any other units than naval units. So you should not be able to build forts using Vichy build points...




Hmm... that seems a bit ambiguous to me. Territorials are, after all, land units. Are fortress hexsides considered land units? What happens to fortress hexes built by France prior to Vichy - are they moved into Vichy along with other land units? What about fortress hexes on the spiral when Vichy is declared?



Fortresses in Vichy or Free French controlled hexes stay on the map. Fortresses in France are destroyed, when the Axis gain control of the hex (since they aren't considered units).

Fortresses in production at the moment of Vichy creation are considered to be in Vichy territory and can be set up in any Vichy controlled hex by the major power who installs Vichy.

Here is RAW on French units and markers:

French units
The Axis major power installing the Vichy Government now moves
every French controlled unit at sea (even those face-down) to the
nearest Vichy or Free French hex (port for naval units and their
cargoes) within range in which they may stack. If naval units cannot
return to a port within range, they are destroyed.
Next, the same player moves every French controlled land or aircraft
unit in a hex controlled by an Axis major power to the nearest hex
controlled by Vichy France or Free-France. Rebase every French
controlled naval unit in such a hex to the nearest port within double
their range controlled by Vichy France or Free France. They are
destroyed if this is not possible.
The same player moves any French controlled units in hexes
controlled by an Allied major power. French controlled naval units
rebase at double their range, and French controlled land and air units
are moved to the nearest Vichy France or Free-French hex.
Alternatively, an Allied major power can destroy every French
controlled unit in its territory. If it does so, Vichy France is hostile to
that major power (see 17.5).
Move all French controlled non-naval units and markers on the
production circle to Metropolitan Vichy France. If you are playing
with option 28 (pilots), you can only move an aircraft for each French
pilot on the production circle or the pilot track (Vichy player’s
choice). Any unpiloted aircraft on the production circle and reserve
pool, or unused pilots on the circle or track, are lost.
Now, place in the force pools all French controlled ‘Res’ and ‘Mil’
units and half their other land and aircraft units (taken together) from
Metropolitan Vichy France and each administration group controlled
by Vichy France. The player running Vichy France can choose which
to remove. If you are playing with PiF option 28, the pilot is lost with
each removed aircraft.
All units controlled by France that are still in Vichy territory are now
controlled by Vichy. All other French controlled units are Free French.
French controlled naval units on the production circle, in the repair
pool or in the construction pool remain there as Vichy French units.
They may be built using whatever production Vichy France retains.
Randomly remove half the units now in each French force pool (AfA
Option 10: except territorial units) from the game.
AfA Option 10: All Territorials belonging to a minor country or
territory controlled by Vichy France are removed from the French
force pools and placed in a separate Vichy force pool.
All units left in the force pools, or that enter them from now on (AfA
Option 10: except teritorial units), are Free French units (so every
Vichy loss will become a Free French gain).
If the French HQ ‘De Gaulle’ is neither in a hex controlled by Free
France nor the French force pools, move it to the French force pools.




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Peter

(in reply to joshuamnave)
Post #: 11
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