Movement bug? (Full Version)

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b17fly -> Movement bug? (9/3/2015 7:12:45 AM)

So i'm moving a large group of troops from Buna to Salamau.. Not sure who the leader was but I had all to follow in move ops. When they got within a few clicks of Salamau... I changed all to combat ops. a few moves later instead of moving into Salamau... hex all the troops went to 0 movement. At 2 clicks per turn that is a lot of ground lost. I did reload the turn to make sure I did not cancel movement by accident. Fatigue and disruption not a factor and they are well supplied.

Anyone else experience this?




JocMeister -> RE: Movement bug? (9/3/2015 9:55:26 AM)

Sadly, a lot.

Only advice I can give you is to not use the follow command. It seem to get rid of or at least limit the issues.




HansBolter -> RE: Movement bug? (9/3/2015 12:11:25 PM)

Agreed. The only time I use follow is for the final hex of movement into an assault location to ensure all troops arrive together.

I never use it for movement across multiple hexes.




geofflambert -> RE: Movement bug? (9/3/2015 5:12:32 PM)

I've had a frequent problem where a unit is "almost there", moving "direct", aimed at the correct hexside and then pop! it's in an adjacent hex but still ordered to go to the same destination, just 46 mi. further away. Is that related?

Another bug I've run into is on rail movement. If you order a movement that makes a big sweeping (or perhaps sharp) turn you may get detrained in the middle of nowhere with a long march to a base where you can reboard a train and continue. An example is if you order a unit to travel from Perth to Brisbane, you may end up in the desert. The solution appears to be (in that specific case) to order it to go to Melbourne instead and then send it to Brisbane from there. I've had this occur when moving by train from Karachi to Calcutta as well.

I believe I've also had this happen when moving stuff from Manchukuo to Hangchow.




b17fly -> RE: Movement bug? (9/7/2015 10:52:12 AM)

I tried moving units again using march all ops and they are now trickling into hex.




Admiral DadMan -> RE: Movement bug? (9/8/2015 11:58:30 AM)

I have an opponent who likes to trap my units a hex with his, run circles around the hex with one of his units yelling "fire fire fire" so that when he shock attacks me, my units either die or retreat into hex that is a different direction than I wanted them to go.

Empty hex behind? Oh no, can't go there! Must go to the adjacent one he left untouched.




BBfanboy -> RE: Movement bug? (10/13/2015 7:16:50 PM)


quote:

ORIGINAL: geofflambert

I've had a frequent problem where a unit is "almost there", moving "direct", aimed at the correct hexside and then pop! it's in an adjacent hex but still ordered to go to the same destination, just 46 mi. further away. Is that related?

Another bug I've run into is on rail movement. If you order a movement that makes a big sweeping (or perhaps sharp) turn you may get detrained in the middle of nowhere with a long march to a base where you can reboard a train and continue. An example is if you order a unit to travel from Perth to Brisbane, you may end up in the desert. The solution appears to be (in that specific case) to order it to go to Melbourne instead and then send it to Brisbane from there. I've had this occur when moving by train from Karachi to Calcutta as well.

I believe I've also had this happen when moving stuff from Manchukuo to Hangchow.


The only time I have seen de-training happen is when the rail line is cut, including if the destination hex is taken by the enemy. I think the break in continuity has to be within the range of rail movement that would have happened in that turn if the cut had not happened. You might not see the unit that cut the line, as per any other enemy unit moving outside of contact or recon.




JocMeister -> RE: Movement bug? (10/13/2015 7:41:14 PM)

I had a unit thrown off the tracks when strat moving from Alice Springs to Melbourne. [:(]




BBfanboy -> RE: Movement bug? (10/13/2015 8:05:49 PM)


quote:

ORIGINAL: JocMeister

I had a unit thrown off the tracks when strat moving from Alice Springs to Melbourne. [:(]


Kangaroos on the track? Herds of rabbits made the rails too slippery for the train to get traction? Crocodile Dundee's dad and friends tore up the tracks after an-all-nighter?? Aboriginies needed the rail ties for firewood? Insufficient coal resources shipped from Port Hedland to keep the trains running? Lots of hazards in Oz! [:D]




BBfanboy -> RE: Movement bug? (10/13/2015 10:19:29 PM)


quote:

ORIGINAL: JocMeister

I had a unit thrown off the tracks when strat moving from Alice Springs to Melbourne. [:(]

Just upgraded to the last official version of the game V.1.07.11.24 and guess what I found in the "Read Me" file list of changes ....

35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
caused unit to jump “off-rail” and move overland


So if your de-training occurred before upgrading to the official patch, that bug has now been fixed.




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