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bugs and dumbs - 10/25/2019 6:02:51 PM   
gdpsnake1979

 

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1. The AI will reinforce units that are placed in the same turn. Units placed by a player cannot move, attack, be reinforced/upgraded and have zero AP. The same should be true for the AI.

2. British Fighters will escort British bombers bombing targets in Spain. Really? It's late 1941, the Tech for the UK is 1 in long range aircraft yet the fighters are escorting bombers at ridiculous ranges. In real terms the UK had Hurricanes and Spitfires at this point in time and they barely had enough gas to loiter over France for more than a few minutes. The escort routine is clearly not looking at the destination hex for the bombers or the intercept hex from enemy fighters (The Spanish fighter was intercepting from Madrid - not a German fighter from France or elsewhere. How the routine should work is each hex entered by a bomber heading to a target is checked to see if intercepting fighters can reach the hex, pass an 'interception check' and engage. If so, then a check should be made to see if friendly fighters available for escort can also reach the hex. Once bombers move beyond a hex that any current friendly fighters can reach, then the bomber is on it's own. This allows for realistic engagements and for a defender to set up his interceptors back from the front but near important targets where they engage only bombers. This would also allow for multiple intercepts along a flight path for bombers with multiple engagements until the bomber is aborted for losses (say 20%) or no more fighters successfully or are able to intercept. I would argue that the return path for the bombers would also be subject to inceptions or escort combats hex by hex until back within friendly fighter cover.

3. Anti- air units do not engage and shoot at airborne units that drop on or next to their hex. I can't think of anything worse for an airborne drop than OMG finding they are dropping into a flak nightmare.

4. You cannot fortify a hex with engineers in the hex directly North of Bordeaux. Why? It's a legitimate ground hex.
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RE: bugs and dumbs - 10/25/2019 6:24:52 PM   
Sugar

 

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2. The escort range of fighters has been increased because of player demands to be able to reach Berlin. Every lvl of Long Range therefore will increase escorts` escorting range by 3, while their intercept range is only doubled iirc.

That leads indeed to a situation, when heavy bombers attack Berlin escorted by fighters, an interceptor placed in the middle of the distance between Berlin and London won't intercept or be able to attack their airfield, because he can't reach neither Berlin nor London. Your description would indeed be more realistic.

3. That shouldn`t be the case, probably a bug.

(in reply to gdpsnake1979)
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RE: bugs and dumbs - 10/25/2019 6:30:18 PM   
The Land

 

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quote:

ORIGINAL: gdpsnake1979
1. The AI will reinforce units that are placed in the same turn. Units placed by a player cannot move, attack, be reinforced/upgraded and have zero AP. The same should be true for the AI.


I'm guessing here that the AI isn't clever enough to reliably reinforce and upgrade its own new units on the next turn or two after deployment, so the devs cut it some slack.

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RE: bugs and dumbs - 10/26/2019 12:02:48 AM   
Hubert Cater

 

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1) I had to really dig into the code and think about why it might be reinforcing a recently placed unit as I agree and if it was doing this, it is definitely a bug. The issue I see here was the assumption on my part in the code that all newly placed units by the AI, via Purchases arrive at full strength, so there is no reinforcement possible. However, if a new arrival is coming off of the pre-set Production Queue list, then it is possible to have some rare units arrive at partial strength. This could be the same for UNIT script arrivals and in this case I can see how the code could miss this and this is an error on my part. I'm honestly surprised this hasn't been caught sooner.

3) This is as Sugar has noted also a bug, and another odd one as this was working as you've suggested in older versions of the game, v1.15 works this way for example, but since v1.16 I must have introduced this error. This will be fixed for the next update as well and just note that the AA unit only has a strike range of 1 hex so the Paratroop unit would essentially have to land right next to the AA unit. Fighter interception also seems to be broken for Paratroops units as well.

4) The hex directly north of Bordeaux is a sea hex with a port, and if you mean the hex just north of that, I've tested and an Engineer can fortify there... at least I could on my end.



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RE: bugs and dumbs - 10/26/2019 12:04:56 AM   
Hubert Cater

 

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quote:


I'm guessing here that the AI isn't clever enough to reliably reinforce and upgrade its own new units on the next turn or two after deployment, so the devs cut it some slack.


For the AI it doesn't really matter if it is a recently placed unit or a unit already existing on the map, it actually can't tell the difference and has no memory of new or old units in between turns and the reinforcement routines would work identically for any of its units on the map once its turn is played again.

So just a bug


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RE: bugs and dumbs - 10/26/2019 10:50:33 AM   
Taifun


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I noticed several times that paratroopers do not get intercepted in flight when they should have been. I thought that there was a new formula that introduced randomly intercepts.

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RE: bugs and dumbs - 10/27/2019 7:15:01 PM   
Hubert Cater

 

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Looks like the issue was only with the USSR in that it would not intercept Axis Paratroops with its own Fighters or with AA guns... everyone else should have been working the same as they always have.

The only other requirement is that the Fighters and AA guns had to have action points and intercepts available and have a strength value >= 5.

This will be fixed for the next update.

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RE: bugs and dumbs - 10/28/2019 6:07:47 PM   
gdpsnake1979

 

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Hubert,

My bad on #4. Actually I was referring to the World at War map. The hex directly north of Bordeaux on the World at War game map cannot be fortified which I believe is a bug since ground units can occupy it.

And to clarify #3. It was a German paratrooper dropping on a hex next to a Soviet AA unit that had not shot or been engaged up to that point. It was strength 10, in very good morale and readiness.

< Message edited by gdpsnake1979 -- 10/28/2019 6:10:09 PM >

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RE: bugs and dumbs - 10/29/2019 3:13:52 AM   
Hubert Cater

 

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For #3 thanks and this matches what I found in that there was a bug only affecting Soviet responses to Paratroops (lined to their cooperative status)... this will be fixed for the next update.

For #4 this is as far as I remember functioning correctly and only because this is a Land and Sea hex and if an Engineer could fortify this then it could potentially block ships from entering or passing through these hexes. Granted the one north of Bordeaux is a dead end Land + Sea hex, unlike let's say the hex at the Suez Canal (123, 67), but it is a universal rule for a Land + Sea hex.

< Message edited by Hubert Cater -- 10/29/2019 3:14:24 AM >


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