Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Units that delay movement, maybe never move?

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Flashpoint Campaigns Series >> Tech Support >> Units that delay movement, maybe never move? Page: [1]
Login
Message << Older Topic   Newer Topic >>
Units that delay movement, maybe never move? - 1/18/2015 2:07:11 AM   
Waz

 

Posts: 7
Joined: 10/24/2013
Status: offline
I have been seeing something in my current game that confuses me. Units given assault orders that never move, or at least not yet.

One M1 company left two platoons behind and assaulted. Over an hour of game time later those two platoons are still sitting with orders to move with WAY out "next actions" but the waypoint editor thinks they will arrive in ten minutes. There's no way they could arrive at WP3 in ten minutes if they move immediately.

Same problem with another comapny. All three platoons are behaving the same way.

Everyone is in command, fresh and ready, just not willing to get up and go over 60 minutes after the orders were issued.

Any ideas?



< Message edited by Waz -- 1/18/2015 4:15:50 AM >
Post #: 1
RE: Units that delay movement, maybe never move? - 1/18/2015 2:32:05 AM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
Waz, what version of the game and is it Matrix or Steam? Are you playing single player or PBEM or PBEM++? Was this a group order or single orders?

I know there is a weird post min and time limit to post files but if you could get us a few screen shots and a save file of the game with this behavior it will help us track down the bug. If you can't post files here right now please email them to me and we will look them over. My email is capn.darwin(AT)windstream.net. Replace the (AT) with @ of course.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to Waz)
Post #: 2
RE: Units that delay movement, maybe never move? - 1/18/2015 3:17:48 AM   
Waz

 

Posts: 7
Joined: 10/24/2013
Status: offline
Steam version, single player, single orders.

I just played a bit more and some of the units began to move. I ended the campaign scenario, but I do have the turn-by-turn saves.

EDIT:

Well I DON'T have turn by turn saves, but I can send you an end of game save.

< Message edited by Waz -- 1/18/2015 4:22:19 AM >

(in reply to CapnDarwin)
Post #: 3
RE: Units that delay movement, maybe never move? - 1/18/2015 1:47:59 PM   
cbelva


Posts: 1843
Joined: 3/26/2005
Status: offline
Waz, were the units given a group move order or were they issued orders individually?

(in reply to Waz)
Post #: 4
RE: Units that delay movement, maybe never move? - 1/18/2015 2:46:19 PM   
Waz

 

Posts: 7
Joined: 10/24/2013
Status: offline
Individual orders were issued.

So can I take it that this is unusual behavior?

Another thing I saw in the game - artillery that would show a callout for a fire mission but no impact or effect observed. Once I saw two batteries with callouts for a hex on map, but saw no impact or effect.

Strange behavior indeed.

I have video of this stuff for what it's worth. Of course watching long command cycles with me droning on in the background to see a fleeting thing like that doesn't sound too good even to me! Maybe I can snip a bit out later for review. I don't have much time to mess with this today. I have to get packed and ready for a trip to Vegas tomorrow. SHOT Show here I come!

< Message edited by Waz -- 1/18/2015 3:57:24 PM >

(in reply to cbelva)
Post #: 5
RE: Units that delay movement, maybe never move? - 1/18/2015 3:49:52 PM   
cbelva


Posts: 1843
Joined: 3/26/2005
Status: offline
Waz, play with autosave on and will have a saved file when you see this again.

(in reply to Waz)
Post #: 6
RE: Units that delay movement, maybe never move? - 1/18/2015 4:28:47 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
Waz, arty hitting an empty hex where a target has moved is possible. No bug there. We will look into the other bug.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to cbelva)
Post #: 7
RE: Units that delay movement, maybe never move? - 1/18/2015 5:35:28 PM   
Waz

 

Posts: 7
Joined: 10/24/2013
Status: offline

quote:

ORIGINAL: Capn Darwin

Waz, arty hitting an empty hex where a target has moved is possible. No bug there. We will look into the other bug.


Well OK.

I've seen that and do not think it odd. What I did see, just to be sure I am clear, was a hex with a known target called out by an artillery unit with no impact effects. Could an attack that resulted in no casualties have occurred? Of course, but I no way of knowing that. All I know is that I saw no impact animation and heard no sound.

For what it is worth it's my opinion that what I have seen are not game breakers. In fact I assumed for a bit that it was a game design feature to simulate missed orders or other confusion on the battlefield. So really I am not bitching, just seeking clarifiction.

Thanks for your promt replies. I do appreciate it.


(in reply to CapnDarwin)
Post #: 8
RE: Units that delay movement, maybe never move? - 1/18/2015 9:20:39 PM   
YueJin

 

Posts: 243
Joined: 1/5/2015
Status: offline
A trick you can use here Waz is looking through the fire mission report at the bottom of the screen. Even if a barrage does no damage there will be a message along the lines of '....battery fired at unknown units in (hex number)'. If that isn't there then the hex was empty.

(in reply to Waz)
Post #: 9
RE: Units that delay movement, maybe never move? - 1/18/2015 10:01:10 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
Waz, my bad, I did not understand the first time. It is very possible to hit a target in a hex and get no kill or losses. The unit hit will take a readiness hit every time though. Getting hits is a function of target size (units), number of arty tubes, rate of fire by mission type, defender's terrain, spotting of target, and size of arty fire.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to YueJin)
Post #: 10
RE: Units that delay movement, maybe never move? - 1/18/2015 11:00:15 PM   
Waz

 

Posts: 7
Joined: 10/24/2013
Status: offline

quote:

ORIGINAL: Capn Darwin

Waz, my bad, I did not understand the first time. It is very possible to hit a target in a hex and get no kill or losses. The unit hit will take a readiness hit every time though. Getting hits is a function of target size (units), number of arty tubes, rate of fire by mission type, defender's terrain, spotting of target, and size of arty fire.


Happens all the time. I get it. Still I saw no impact animation. That was really the only thing I found odd.

(in reply to CapnDarwin)
Post #: 11
RE: Units that delay movement, maybe never move? - 1/18/2015 11:57:57 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
Depending on the delay setting and other action going on, it is possible to have an animation skipped. Does sound a bit odd. We'll check it out.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to Waz)
Post #: 12
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Flashpoint Campaigns Series >> Tech Support >> Units that delay movement, maybe never move? 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

0.781