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Artillery "0" unit bug and proposed solution

 
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Artillery "0" unit bug and proposed solution - 2/23/2002 12:18:00 AM   
Svennemir

 

Posts: 542
Joined: 11/2/2001
From: Denmark
Status: offline
Artillery 0 unit bug. The following describes a rather serious bug regarding use of On-Board artillery "0" units. The bug has been around since Steel Panthers 1 (though things worked differently back then). It has been mail to Vebber and posted on the forums (except for the part describing how to use the exploit!): Buy any platoon(s) of on-board artillery (mortars, howitzers, rockets etc.).
[Rest of the description is CENSORED since I don't want cheaters all around!] Now watch as the deadly rockets or whatever pound the intended hex with 0.1 turn delay - ANYWHERE on the map ! You don't need to use [CENSORED] in order to exploit the bug. At any time, with any delay, you can [CENSORED]. This is even difficult to avoid if you do NOT intend to use the exploit! As can be easily seen, this bug is serious indeed and must be fixed. I do not know whether an engine fix is possible disabling the bug for good. But I have another suggestion that might help, though it will not totally eliminate the bug: Include one infantry squad has "0" unit for every On-board artillery platoon. It will then work as spotter for the artillery units, while not being affected by the bug itself since it cannot bombard. Preferably the infantry unit could be a Scout Patrol (or a "crew" if need be), since they are cheap and do hold a few men so they are not so easily killed. If they get killed one of the artillery units will be the new "0" unit and the problem will be there again. If the player changes the HQ to an artillery unit the fix can be avoided. But still, this solution is clearly(!) better than not doing anything. Thanks, Svennemir.

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Post #: 1
- 2/23/2002 2:17:00 AM   
skukko


Posts: 1928
Joined: 10/24/2000
From: Finland
Status: offline
In what kind of game it is problem? In Online, pbem, against AI ? Don't use bug unless really in emergency. Cycles all arty-missions thru FOs or company-captains. AI don't use this bug. Human does... mosh

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salute

mosh

If its not rotten, shoot again

(in reply to Svennemir)
Post #: 2
- 2/23/2002 2:23:00 AM   
lnp4668

 

Posts: 517
Joined: 11/10/2000
From: Arlington, TX, USA
Status: offline
I noticed this behavior in all types of game. Never really pay much attention to it until Svennemir bought it up.

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"My friends, remember this, that there are no bad herbs, and no bad men; there are only bad cultivators." Les Miserables

(in reply to Svennemir)
Post #: 3
- 2/23/2002 2:32:00 AM   
Svennemir

 

Posts: 542
Joined: 11/2/2001
From: Denmark
Status: offline
Nonetheless, it is serious, since you can get maybe ½ of your on-board artillery to fire with 0.1 delay. It is also difficult to avoid "using" the bug, since it is easily triggered - at times the effect is more a nuisance than a help (won't go into details).

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Post #: 4
- 2/25/2002 6:54:00 PM   
Colonel von Blitz

 

Posts: 262
Joined: 12/4/2000
From: Espoo, Finland
Status: offline
There is A LOT of things in SPWaW that can be exploited and this way "cheat" your way to victory. The best way to avoid this, is of course, to eliminate the problem in the program. However, computer programs will propably never be bug-free. Thus, the best way to eliminate these kind of problems is to play against different people, then you just continue playing with those, who you "know" as non-cheaters. Also, it helps if one agrees with opponent not to exploit clear bugs. For example, I usually want to prevent on-board arty "hunts"...so I want to agree with my opponent, that no indirect fire is fired based on smoke puffs. Colonel von Blitz

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--Light travels faster than sound, that's why some people appear bright until you hear them speak--

(in reply to Svennemir)
Post #: 5
- 2/25/2002 8:32:00 PM   
Svennemir

 

Posts: 542
Joined: 11/2/2001
From: Denmark
Status: offline
Yeah that can solve a lot, but still this bug can sometimes be easy to avoid. Personally I like playing w/ NO spotters, no priority hexes, and no artillery spotting for itself at all. That makes for slower response times, but shift fire can still make well-placed bombardments *very* effective.

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(in reply to Svennemir)
Post #: 6
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