DB problem with latest beta. (Full Version)

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Fänrik Stål -> DB problem with latest beta. (1/12/2006 10:55:25 PM)

Using the latest beta (1.2.18) I've noticed that sometimes when I order units to fire at the enemy nothing happens, the game skips to the next unit, but somehow I still use ammo. Anyone else seen this?




carburo -> RE: DB problem with latest beta. (1/12/2006 11:48:06 PM)

I noticed it too. My guess is it has to do with the new effective range, because I saw it happen with artillery trying to fire at units several hexes away. It looks like the new patch only removes the effect of the fire at more than n hexes, but still allows you to shoot. If I am right, we will have to count the hexes before firing, until Eric et al. fix it.




Fänrik Stål -> RE: DB problem with latest beta. (1/13/2006 12:05:06 AM)

I'm not sure about that, one time I ordered an inf unit to fire at an enemy inf and nothing happened, but the enemy unit was able to return the fire. The ranges would then be the same...[&:] Of course they could have different updates active, I guess.




Russian Guard -> RE: DB problem with latest beta. (1/13/2006 12:12:16 AM)


Keep in mind that different types of units have different ranges, so for example if you had a Cavalry unit fire on an infantry unit you might find the effect you experienced, due to range (in that case, say, 3 hexes).








jimwinsor -> RE: DB problem with latest beta. (1/13/2006 12:23:14 AM)

This has happened to me on rare occasions even pre-latest-patch. Usually when I tried to fire howitzers at a target 6 hexes away and such. Took my ammo, but no (apparant) effect. I think the game, when you shoot at something so far away as to cause no damage, does not bother to indicate in any way "0" casualties but merely deducts your ill spent ammo and moves on to the next unit.

Since the new patch shortens a lot of ranges, it stands to reason this will happen a lot more.




Fänrik Stål -> RE: DB problem with latest beta. (1/13/2006 1:50:23 AM)

So then it's definitely a bug. It shouldn't be possible to fire at targets that are out of range.




jimwinsor -> RE: DB problem with latest beta. (1/13/2006 3:30:18 AM)

Eh...maybe was in range, but the shot was just inaccurate (there is a random element to combat I assume) and yielded 0 casualties.




canuck64 -> RE: DB problem with latest beta. (1/13/2006 5:21:56 AM)

Hmm not a serious bug I should think-and consider that it's the occasional situation, no the norm...

I think all in all the supply/firing thing could use a little bit of unpredictability, truly.

I've noticed battles take a little longer, but that's subject to a host of things like upgrades, scenario, specific situations.
One thing I'm noticing is that much like what I would expect in the American Civil War, you got to bring a LOT of goodies if you're on attack. Defense is rather more favorable in almost all situations. Tough to win if you're attacking. Probably as it should be.

Mind you I'm running 1792 campaign, without a host of good French leaders, I suspect that makes an enormous difference....
One last suggestion-the 'leveled off casualty rates' for firing make the upgrades of cavalry training and bayonet attacks all the more important for charging.




ericbabe -> RE: DB problem with latest beta. (1/13/2006 6:07:41 PM)

I do consider it an "interface glitch" and am planning to fix it. The way the program looks at it, they aren't completely "out of range" per-se, but the chance of doing any actual damage is just very, very small... I'll probably just round such chances down to zero and make the program not give you crosshairs for such attacks.




Kevan -> RE: DB problem with latest beta. (1/14/2006 2:48:05 AM)

I've noticed the same thing, and wouldn't call it a glitch. There are certainly times when armies fire at each other, especially at long range, with no effective casualties. I'd rather just see a "0" come up on the screen. It's my fault if I order my men to fire at such a long range.




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