Updated - Master List of Issues (Full Version)

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Redmarkus5 -> Updated - Master List of Issues (12/16/2010 3:33:43 PM)

ISSUES THAT REDUCE OUR ENJOYMENT OF THE GAME

1. The AI appears to receive unlimited AP and is thus able to build countless 0 CV units and fill the whole front line with them. (Please tell me I am wrong). This is a 'hack' and there must be better ways to help the AI defend effectively.
2. Soviet GC AI won't defend many of its cities and abandons them even when it has major forces lined up in adjacent hexes over multiple turns. Good examples are Minsk, Riga, Mogilev and Odessa. (OPEN?. Jim Burns reports this as apparently fixed with patch 1.02 Beta.)
3. (FIXED with 1.02)
4. AI Soviet Corps-level units are appearing by magic behind Axis lines in the 44-45 scenario. http://www.matrixgames.com/forums/tm.asp?m=2653928 (OPEN - I have now seen this twice myself in my '41-'45 GC under Patch 1.02?).
5. Reported by Jhak - In my 1.02 beta 1 game, none of my air units recover fatigue while being in reserve.
6. (From RandallW). Some of my airborne brigades have been upgraded to Guards; in the commander's report they now are considered company sized, changed from brigades. Their actual equipment is still like a brigade.
7. When playing traditional email-based PBEM if you edit the Options and remove FoW, you can then see all details of your opponent's army without their knowledge. (FIXED in 1.03 beta 5 - you cannot edit the options within a PBEM turn).
8. Recon levels can be boosted by simply moving a ground unit in and out of the adjacent hex. With each move, the recon level of adjacent enemy units goes up.
9. Possible PBEM cheat. (May have been posted elsewhere). The PBEM system allows me to load the saved game, fly recon, then close and re-load to either fly more recon in areas I didn't have the resources to cover the first time, or play without recon and thus cancel out any air losses from recon activity. (Gents - I never do this! I discovered it while trying to recreate a map for a screenie I forgot to save the first time around). Can this be changed?
10. (From RandallW). I launched multiple air attacks on a German stack; in the 3rd attack the leader of the HQ in the stack was killed, then in the 4th attack the first replacement leader died and was replaced. Replacement #2 immediately died, a replacement #3 shows up and immediately died; the pattern continued to the point I tried to click the exit link to end the carnage. I lost of track of the leader deaths but it was at least 8, perhaps maybe a dozen.

SLIGHTLY ANNOYING A-HISTORICAL ISSUES AND BUGS WE CAN LIVE WITH FOR A WHILE

1. Axis AI bypasses Riga, Tallinn, Odessa and Smolensk, leaving Soviet garrisons behind its lines. (Riga issue now also reported by another player.) (OPEN, but bypassing of Port cities is reported as fixed in 1.03 beta)
2. Axis AI fails to garrison Kiev, Mogilev (and other cities?) AFTER capture, even when there are stranded Soviet units remaining in adjacent hexes with move points. Axis also regularly fails to defend city hexes in its front line.(OPEN)
3. Transport aircraft not flying missions after the AI has been asked to conduct any supply missions. (WORK AROUND - Don't activate any AI supply drops as this changes a setting and your transports won't fly thereafter. Do it manually.) (FIXED with 1.03 - AI Air Transport missions are no longer allowed. Now that's what I call a fix!)
4. View Rail function does not work if any unit is already selected, including a rail engineer. Since I often have a rail engineer selected when I want to view the rail net, this is annoying. (OPEN)
5. (FIXED with Patch 1.02)
6. At the end of the AI turn, just before the auto save, there is a period of 2-3 seconds when the AI's full dispositions flash up on the map, even with FoW turned on. (FIXED with 1.03?)
7. (Reported by Deerslayer). When AG B arrives on map and the details are viewed, no commander is present, but the word 'Leader' is in place where the commander's name should be and is clickable. However, when 'Leader' is clicked the resulting dialogue does not display any available leaders for assignment to the role.
8. (Posted originally by Dazoline II). "PC" (Partisan Cadre) units are cutting rail lines when they form on the actual rail hex.
9. (Posted by Klydon). Amphibious operations are not working. (FIXED with 1.03 beta 4)
10. (Posted by RandallW). My Front HQs seem to demand 15 construction units, instead of 16 (as the manual says ).
11. (Posted by RandallW). When the computer upgrades an airborne corps HQ to a Guards status it then disbands it on the same turn.


GAME PLAY AND/OR DESIGN ISSUES OR CHANGE REQUESTS

1. Routed units including tank units, (with many of their tanks!) are able to 'fly' 10 or more hexes away across the map, even if it means that they have to cross Axis territory. Routed units have also been reported 'flying' away over the Gulf of Riga and even into enemy occupied hexes! (FIXED with 1.03?)
2. The AI (Soviet) uses a carpet defence in Summer 1941, up to 8 or 9 units deep, which seriously depletes Axis movement values through ZOC costs. I have been told that it only uses this tactic during this period, but I find it a-historical and a bit gamey. (OPEN).
3. If I zoom out to maximum, I get no move path (the one with the move point cost before you actually move). I shows when I zoom in one level or more, but vanishes again when I zoom out. (Apparently a 'design feature').
4. The game is a click-fest (my phrase) - for example, in the area of managing support units.
5. Lack of on-map air radii.
6. Absence of an ability to cycle through units of the same formation.
7. Stack selection is set as the default and there is no way to cycle through units in a single stack using the mouse.
8. Units in a destination hex are all automatically selected when the moving unit enters that hex.
9. Partisan units cannot be disbanded by the owning player. If the player feels that partisans are not being handled effectively by the enemy AI and are producing a-historical supply impacts, he has no way to turn the partisan feature off, or reduce its effect. (It has been stated that "the Soviets did not have operational control over the partisans" as a response to this issue. This patently false - for example, the Kursk breakout operation involved extensive use of coordinated partisan attacks in support).
10. When I disband units the confirmation dialogue does not indicate the AP needed for the action.
11. The Soviet AI sometimes forms huge Air unit 'car parks' of 40+ units.
12. When random weather is switched on the summer rains result in mud that extends across the whole of the front. The game needs more granularity in the way weather zones are modelled, possibly with a matrix of zones similar to that used in WiTP.
13. If possible, I would like to see the default saved game file sort order changed to be 'by date, descending' with the most recent save at the top. At the moment I have to click the sort button twice every time I launch the game and go looking for the save I just received via email.
14. Partisan supply is rather complex. IMO, low level partisan ops should occur automatically, without supply drops. ENHANCED partisan operations, with NKVD squads etc. should be activated by the player assigning a supply drop manually to a selected partisan unit. This way I could prioritise certain areas while the others continue by raiding farms and warehouses, or taking weapons from the Germans... Finally, partisan units that are within (say) 5 hexes of the front after summer '43 should be at a higher level of effectiveness to reflect their hope that liberation is at hand.
15. Captured cities provide zero supply or fuel benefit until the rail net is taken all the way to the captured hex. I think that this seriously diminishes the players incentives to capture or defend cities.
16. (Adapted from a post by Matp). When a rail line is cut near, say Minsk, all rail traffic along the entire length of the line running east (say between Minsk and Moscow) is halted. Shouldn't such a cut in the line only affect the eastward movement of troops and supplies that starts WEST of the cut?
17. (Adapted from a post by Matp). Because Romanian and Hungarian units cannot stack together, the rail movement system doesn't even allow Romanians on a train to pass through a hex containing a Hungarian unit. Can this be fixed?
18. If a Soviet unit ventures into a Romanian hex during 1941, all Italian and Hungarian units are immediately activated (overkill) but not the Romanian units (under-kill).
19. (By Victor Charlie). The ability of a large amount of units being kept in supply by a small port as opposed to only being in 'beachhead supply', thereby allowing them to rout after losing a combat, feels unrealistic.
20. (By Victor Charlie). The ability to, at the end of a scenario, look at units from both sides. Its nice to be able to check things like morale, experience and detailed strength for both sides at the conclusion of a game.




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 5:24:05 PM)

OK, playing as the Axis again, but taking my time and trying to play properly this time.

Turn 4.

The Soviet AI has pulled back from parts of the south, but this time it's standing on it's correct second line, mid-way to Kiev. This ss is post-recon but pre-ground action.

I also note that the vast carpet of troops in front of Smolensk has not yet appeared and assume that this is linked to the southern situ, but will have to see how the next few turns play out.

Looks as though the SouthWest Front runs away issue is fixed though. Good stuff.

[image]local://upfiles/27287/D9CB844455D94551946E578D0CDEEA75.jpg[/image]




Joel Billings -> RE: My Annoying Master List of Issues (12/16/2010 6:03:05 PM)

I answered 1-3 and 5 on another thread.

I could use a save game for number 4 (just before the AI leaves it open.

Need more info on number 6. I do know that if you are moving by rail and you click on detrain before you finish moving the unit will stop. Can you pin down any info on what causing this problem for you?

Item 7 is not a bug, although I admit it can look very odd at times.




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 6:41:07 PM)

Hi Joel,

#4 - I will try to find the save. Can you PM me your email address?
#6 - These are normal moves, not rail, and it affects both ground and air units. These moves were working fine before the upgrade and I don't see any particular single set of circumstances to link each case. It happens every 2-3 moves.
#7 - Would really hope to see a change to the design so that these units move a maximum of 2 hexes away from the nearest enemy unit and only move onto 'red' hexes - so no crossing of Axis 'green' zones. But that's obviously just one opinion.




ComradeP -> RE: My Annoying Master List of Issues (12/16/2010 7:01:59 PM)

redmarkus: keep in mind that in WitE, 1 turn is one week, so a routed unit moving 100 miles in a week prior to recovering some cohesion when escaping from a pocket isn't necessarily ahistorical.




Joel Billings -> RE: My Annoying Master List of Issues (12/16/2010 7:22:35 PM)

2by3@2by3games.com


Your move issue sounds very bad, but no one else has reported it that I know of. I hope you can figure out if there is something you are doing that is causing this.




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:23:47 PM)

Hmmm... maybe in some cases. But the way they appear to fly off into the distance is still strange. A personal dislike maybe, but I'd rather have them just vanish and then reform a turn or two later, either as Partisans or as a shattered remnant back near a higher HQ.




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:24:39 PM)

I'll try to do a screen shot to illustrate




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:34:18 PM)

OK... Move step 1. I select a unit and right click on it's objective. All interim hexes are friendly controlled as well as the objective hex.

[image]local://upfiles/27287/CB2319179CF84C70B5C54100C7F22410.jpg[/image]




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:36:31 PM)

Step 2. However, halfway through the move the units just stops and is de-selected.

the destination hex shows a blue highlight on the map - no image editing except for the red lines and red dot.





Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:38:52 PM)

sorry - wrong image. here you go

[image]local://upfiles/27287/2D8D98528FD44D7494E9DFEC310911F1.jpg[/image]




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:39:31 PM)

I try to do an undo move command, but that doesn't work

[image]local://upfiles/27287/EB9352D09BAA44A8A36DDD593334021F.jpg[/image]




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:41:37 PM)

Note that the whole move path highlights in gray when Undo is clicked - not just the path to the unit's actual current position




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:47:53 PM)

I deselect the unit, re-select and click undo again and this comes up...

[image]local://upfiles/27287/D86300880A7742F2BEF67FE132115A26.jpg[/image]




Zovs -> RE: My Annoying Master List of Issues (12/16/2010 7:49:36 PM)

What would help is some screen shots with Show Battles on (F11), also bear in mind there a host of rules for retreat, rout and shattering. Essentially 15.9 and more precisely, 15.9.1 through 15.9.4.1 and 15.10 discusses displacement.

In short: if a defending units is forced to retreat it first suffers retreat attrition, next the ground elements have a chance of being destroyed, damaged or captured. Next the unit must check to see if it shatters or routs. Now if the unit has not shattered or routed the unit will attempt to retreat to a friendly controlled hex based on these priorities; not adjacent to enemy units, try to avoid over stacked hexes, fewest MP, have rail, have fort levels, and at the end of the retreat the unit suffers retreat attrition for each adjacent enemy hex. Isolated units may surrender. Units that shatter are removed from the map (and this may be what your seeing), surrendered units are removed from the map. Units that are routed have their CV reset to 0 and then the unit must displace move. If later on the routed unit is attacked again and has to retreat it will shatter instead. Displacing units suffer retreat attrition and will attempt to move to their HQ hex or adjacent to it and may not move adjacent to any enemy units, if this is not possible then the unit will displace to the nearest friendly city, town or urban hex.





Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:55:25 PM)

sent you the save game




Redmarkus5 -> RE: My Annoying Master List of Issues (12/16/2010 7:59:29 PM)


quote:

ORIGINAL: dlazov66

What would help is some screen shots with Show Battles on (F11), also bear in mind there a host of rules for retreat, rout and shattering. Essentially 15.9 and more precisely, 15.9.1 through 15.9.4.1 and 15.10 discusses displacement.



Hi. I guess you are referring to the routed units flying away issue?




Redmarkus5 -> RE: My Annoying Master List of Issues (12/17/2010 3:57:51 PM)

Hi Joel - other players are now reporting the same issue... Please see new thread started today.




Redmarkus5 -> RE: My Annoying Master List of Issues (12/17/2010 6:57:05 PM)


quote:

ORIGINAL: dlazov66

What would help is some screen shots with Show Battles on (F11), also bear in mind there a host of rules for retreat, rout and shattering. Essentially 15.9 and more precisely, 15.9.1 through 15.9.4.1 and 15.10 discusses displacement.

In short: if a defending units is forced to retreat it first suffers retreat attrition, next the ground elements have a chance of being destroyed, damaged or captured. Next the unit must check to see if it shatters or routs. Now if the unit has not shattered or routed the unit will attempt to retreat to a friendly controlled hex based on these priorities; not adjacent to enemy units, try to avoid over stacked hexes, fewest MP, have rail, have fort levels, and at the end of the retreat the unit suffers retreat attrition for each adjacent enemy hex. Isolated units may surrender. Units that shatter are removed from the map (and this may be what your seeing), surrendered units are removed from the map. Units that are routed have their CV reset to 0 and then the unit must displace move. If later on the routed unit is attacked again and has to retreat it will shatter instead. Displacing units suffer retreat attrition and will attempt to move to their HQ hex or adjacent to it and may not move adjacent to any enemy units, if this is not possible then the unit will displace to the nearest friendly city, town or urban hex.




What specific issue were you referring to that requires the F11 screenies?




Zovs -> RE: My Annoying Master List of Issues (12/17/2010 9:23:34 PM)

I thought you were concerned of unit displacements.




Redmarkus5 -> RE: My Annoying Master List of Issues (12/18/2010 9:13:17 AM)

OK. I think I understand how displacement is designed. I am just concerned that units can displace out of a partial pocket across 'green' areas of Axis control and into a completely different zone, like the Pripyat Marshes, for example.




Redmarkus5 -> RE: Updated - Master List of Issues (12/19/2010 8:22:36 AM)

Routed units have also been reported 'flying' away over the Gulf of Riga




CarnageINC -> RE: Updated - Master List of Issues (12/19/2010 9:42:26 AM)

Hey red, your having a lot of the same issues I'm having.  What is your system specs on your computer?  Mine are at the minimum recommended to play the game.




Redmarkus5 -> RE: Updated - Master List of Issues (12/19/2010 2:21:08 PM)

Hi. I have high spec Dell XPS (gaming) desktop with 4GB RAM, twin 8800 graphics cards, a 21" monitor and other bells and whistles. I play SH5, CoD etc. etc. at maximum settings with no problems.

That's one reason why I sound like such a miserable &^%$£ in this forum... I'm spoiled ;)




Redmarkus5 -> RE: Updated - Master List of Issues (12/19/2010 4:41:42 PM)

Issue list updated with a summary some of the excellent comments made by another player on this thread http://www.matrixgames.com/forums/tm.asp?m=2657151

1. The game is a click-fest (my phrase) - for example, in the area of managing support units.
2. Lack of on-map air radii
3. Absence of an ability to cycle through units of the same formation
4. Stack selection is set as the default and no way to cycle through units in a single stack using the mouse.
5. Units in a destination hex are all automatically selected when the moving unit enters that hex.




Redmarkus5 -> RE: Updated - Master List of Issues (12/19/2010 4:51:33 PM)

At the end of the AI turn, just before the auto save, there is a period of 2-3 seconds when the AI's full dispositions flash up on the map, even with FoW turned on. This kind if spoils the point of playing with FoW somewhat.




Redmarkus5 -> RE: Updated - Master List of Issues (12/19/2010 5:16:51 PM)

Leningrad has not fallen, but the Finns have crossed the No Attack Line anyway.




Zovs -> RE: Updated - Master List of Issues (12/19/2010 6:12:14 PM)

You can cycle through units, . and , does it.




Dr. Foo -> RE: Updated - Master List of Issues (12/19/2010 6:30:21 PM)


quote:

ORIGINAL: redmarkus4

At the end of the AI turn, just before the auto save, there is a period of 2-3 seconds when the AI's full dispositions flash up on the map, even with FoW turned on. This kind if spoils the point of playing with FoW somewhat.


I have noticed this as well. During the AI turn I can see every Soviet unit and it's movement on the jump map. I have FoW and FoW movement on.




karonagames -> RE: Updated - Master List of Issues (12/19/2010 6:34:04 PM)

quote:

Leningrad has not fallen, but the Finns have crossed the No Attack Line anyway.


They can move across the line, they cannot attack. This is to encourage a decent garrison to be maintained on the no attack line.




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