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WiTE, AI removes some or all of its units from board

 
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All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> Tech Support >> WiTE, AI removes some or all of its units from board Page: [1]
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WiTE, AI removes some or all of its units from board - 7/29/2019 3:50:38 PM   
CJM

 

Posts: 61
Joined: 10/12/2014
Status: offline
Twice now the AI has ended its turn with half or all its on board units gone. While this certainly makes it easier for me
to take my objectives, it decreases the fun of the game.

Once, playing the Germans in "Road to Leningrad" the AI removed all the Soviet pieces after it cycled through its 2nd turn
This last time, playing the Soviet side in "Battle of Kharkov," the AI removed all the German units in or north of Kharkov
during its 1sr turn cycle. I had saved the end of my turn and even run it again, with the same results.
Have you ever heard of this problem? I'm afraid to start larger scenarios and losing hours of my life, unable to
complete a game.

I am running the latest version of the game (V1.11.00) and also have the custom map graphic.



_____________________________

The Wehrmacht that set out to conquer Russia in 1941 was a poor army with strictly limited resources.
- Supplying War (1977)
Post #: 1
RE: WiTE, AI removes some or all of its units from board - 7/30/2019 3:21:31 AM   
56ajax


Posts: 1950
Joined: 12/3/2007
From: Carnegie, Australia
Status: offline
Consider upgrading to 1.11.03?

_____________________________

Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne

(in reply to CJM)
Post #: 2
RE: WiTE, AI removes some or all of its units from board - 8/2/2019 4:10:06 PM   
CJM

 

Posts: 61
Joined: 10/12/2014
Status: offline
Just checked. I actually do have the latest version. I might try uninstalling then reinstalling the game

_____________________________

The Wehrmacht that set out to conquer Russia in 1941 was a poor army with strictly limited resources.
- Supplying War (1977)

(in reply to 56ajax)
Post #: 3
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