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RE: LSA Outstanding Bugs

 
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RE: LSA Outstanding Bugs - 1/7/2020 5:51:32 PM   
Kojusoki

 

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quote:

ORIGINAL: Steve McClaire

CCDrizzt,

You're absolutely correct. I was mistakenly looking at the wrong place in the code when I answered you originally -- I assumed you were quoting contiguous lines of the campaign.txt, and the data about reforming on depots and the distance is much father down the file than the recycle BGs setting. This is what happens when I'm trying to look through six different code bases from years ago.

Sorry about that. I will put this in the bug database to evaluate next time there's work scheduled on the old releases.

Steve


Hi All,
I am a bit confused how the game works with the latest patch - could you please clarify?
It is quite important to me know as I have disbanded German paras and I wonder wheter they will reform on my back or not.

(in reply to SteveMcClaire)
Post #: 91
RE: LSA Outstanding Bugs - 1/8/2020 1:47:05 AM   
STIENER

 

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Kojusoki
from what I have seen playing stock LSA...when a german BG is disbanded...it depends on weather it had a VL to retreat off the map from....if it did then it will be back on the morning of the next day. if the german BG didn't have a VL to retreat off the map with then its permantley disbanded.

I don't think the latest patch had anything to do with that. its always been like that. im pretty sure.

(in reply to Kojusoki)
Post #: 92
RE: LSA Outstanding Bugs - 1/8/2020 8:34:14 PM   
Kojusoki

 

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thank you Steiner. They didnt have exit VL, so probably it is sorted now ;)

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Post #: 93
RE: LSA Outstanding Bugs - 4/2/2020 2:17:37 AM   
Tejszd

 

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Created a custom Operation starting on Day 1 Turn 1 (1st daylight turn after Night) but when I play it there is a Night turn with no BG's.

On the positive the French BG is still Surprised and can't move on Turn 1. If you start on Turn 2 or later there is no Surprise.




Attachment (1)

(in reply to Kojusoki)
Post #: 94
RE: LSA Outstanding Bugs - 4/2/2020 2:24:24 AM   
Tejszd

 

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Enhancement Request: make Surprise a scenario setting per side so it is usable on any start date in a Campaign or Operation

Would like to create a Campaign starting on May 12 1940 at ~11:00 (turn 3) but would like the defenders to be Surprised/unable to move.

Night 00:30
1 = 05:00 - 08:00 actual sunrise 5:01
2 = 08:00 - 11:00
3 = 11:00 - 14:00
4 = 14:00 - 17:00
5 = 17:00 - 20:00 actual sunset 8:14

< Message edited by Tejszd -- 4/3/2020 8:51:58 PM >

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Post #: 95
RE: LSA Outstanding Bugs - 4/2/2020 2:18:06 PM   
SchnelleMeyer

 

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Meuse in LSA - Fantastic! - How far advanced is it currently Tejszd?
Any big issues left?

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Post #: 96
RE: LSA Outstanding Bugs - 4/2/2020 8:09:42 PM   
STIENER

 

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would love to see a meuse mod for LSA too. can you make it GR friendly too Tejszd?

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Post #: 97
RE: LSA Outstanding Bugs - 4/3/2020 7:06:10 AM   
Tejszd

 

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Thank you for your interest SchnelleMeyer & STIENER!

I have moved discussion about the Meuse Mod out this support thread to the mod section; https://www.matrixgames.com/forums/tm.asp?m=4787400&mpage=1&key=�

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Post #: 98
RE: LSA Outstanding Bugs - 7/5/2020 3:05:39 AM   
Tejszd

 

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Any update on the ETA for the fix of the "Unit names flash rapidly" as the following was posted on Steam;

quote:


PipFromSlitherine [developer] 5 Jun @ 8:12am
This issue has been found and fixed. There should be an update shortly. Apologies for the hassles.

Cheers

Pip


Note: this also affects the latest TLD and WAR versions too

< Message edited by Tejszd -- 7/5/2020 3:06:52 AM >

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Post #: 99
RE: LSA Outstanding Bugs - 7/6/2020 4:09:31 PM   
PipFromSlitherine

 

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Getting updates through the production process is a lot slower with everyone working remotely, so I don't believe these have been done yet.

Cheers

Pip


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Post #: 100
RE: LSA Outstanding Bugs - 7/30/2020 8:47:49 AM   
Astalon

 

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quote:

ORIGINAL: PipFromSlitherine

Getting updates through the production process is a lot slower with everyone working remotely, so I don't believe these have been done yet.

Cheers

Pip



Letting you know that the latest update 6.00.01 crashes every time with the version I purchased from Matrix. I've gone back to 6.00.00 and that is still working fine. I'm using Windows 10.

(in reply to PipFromSlitherine)
Post #: 101
RE: LSA Outstanding Bugs - 7/30/2020 4:37:50 PM   
PipFromSlitherine

 

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What error report does it give? When does it crash?

Cheers

Pip


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Post #: 102
RE: LSA Outstanding Bugs - 7/30/2020 7:10:59 PM   
Astalon

 

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Cannot remember the error report - sorry. However, it crashes very early - I cannot get as far as pressing anything on the screen that lists the options such as 'Play Game' and 'Boot Camp'.

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Post #: 103
RE: LSA Outstanding Bugs - 9/13/2020 3:20:19 PM   
Tejszd

 

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quote:

ORIGINAL: PipFromSlitherine

Getting updates through the production process is a lot slower with everyone working remotely, so I don't believe these have been done yet.

Cheers

Pip




Its now been over 3 months since you said the flashing unit names issue was found and fixed. When is it going to be released?

(in reply to PipFromSlitherine)
Post #: 104
RE: LSA Outstanding Bugs - 10/7/2020 6:22:52 AM   
Tejszd

 

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Add another month waiting....

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Post #: 105
RE: LSA Outstanding Bugs - 2/16/2021 4:32:08 PM   
argilas

 

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quote:

There seems to be a very serious supply/ammo bug in LSA which has currently not been reported. It doesnt seem to be present on the main list of outstanding issues compiled by Tejszd on the LSA Matrixgames forum.

BGs that have their line of supply between the BG as the deppot blocked by a contested map STILL recieve supply and ammo points each turn (signified by the + signs), even if there is no path of VLs through the contested map. The map being contested at all is enough for supply replenshment to still be received. This makes it virtually impossible to cut the supply of an enemy group. All the enemy needs to turn is move in to contest the map in between for a single turn, and supply for the supposedly cut off group is reestablshed

This is in direct contradiction to what is written in the manual about supply

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Post #: 106
RE: LSA Outstanding Bugs - 2/16/2021 6:51:23 PM   
Tejszd

 

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Did a couple quick tests by creating Ops.

Supply Map uncontested -> Map contested -> Map uncontested BG un-supplied
Supply Map contested -> Map uncontested BG supplied -> Map uncontested BG supplied

Note: I did not fight any battles to control specific VL's

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Post #: 107
RE: LSA Outstanding Bugs - 2/16/2021 7:51:10 PM   
STIENER

 

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@ argilas and Tejszd....there is 2 other threads about LSA supply in tech support that kinda explain supply in LSA....steve thinks it works as intended?

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Post #: 108
RE: LSA Outstanding Bugs - 2/16/2021 8:16:37 PM   
SteveMcClaire

 

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As discussed in the original thread, when supply reaches a map that map is 'in supply' and those supplies can flow out of that map. Since the depot is contested supply can flow out from it. I expect that if the depot map were enemy controlled then no supply would be flowing.

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Post #: 109
RE: LSA Outstanding Bugs - 2/16/2021 9:29:04 PM   
Tejszd

 

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Yes, as Steve said you need to completely take the Supply Depot map to block supply. Tested in TLD and it works the same as LSA; contested Supply maps still act as a source of supply to adjoining maps.

< Message edited by Tejszd -- 3/13/2021 5:13:49 PM >

(in reply to SteveMcClaire)
Post #: 110
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