Version 1.02g bugs? (Full Version)

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wgfred -> Version 1.02g bugs? (2/1/2016 4:10:38 PM)


Playing SP German vs AI and noticed a couple issues that I couldn't find mentioned anywhere else. This is my first attempt at 1.02g. I can give more specifics if needed in Tech Support Forum.

Not sure if this matters since there is another beta version in the works but curious if these could be valid. I had a fourth issue that I discovered was working correctly after all else failed and I read the instructions manual.

1. July 20 turn I moved a Pz Div next to Smolensk, south of river after 2 seprate attacks chasing a Soviet unit. Starting my next turn (July 24) I see the Soviets had surrounded it so I requested a status report. It listed that the unit had undergone field maintenance last turn. I thought that only applied if hadn't moved?

2. July 28 turn my German units near Odessa are nerfed for severe weather (-30AP). I know they weren't prepared for winter but does this also apply to scorching hot summer? Only impacted my units surrounding Odessa (still under Soviet control) to about 4 hexes out in all directions.

3. August 1 turn I attacked a Soviet unit in hex NE of Polotsk with 3 Inf units: one in the city, one North of city and one SE of city. I won the combat, Soviet unit retreated but none of my units can advance into the vacated hex. All of my units APs dropped to zero and units 'greyed' out like a Pz unit with no fuel. The only anomaly I could discern at the time was that the small number that appeared in the vacated hex was '205'. Normally the numbers are 2-digit varying from 5 to maybe 30 or so but never this large, if I recall correctly.

Really enjoying the game overall!





Philippeatbay -> RE: Version 1.02g bugs? (2/1/2016 6:41:36 PM)

If you're interested in looking for bugs you'd be better off looking at 1.03b or later, which you can download manually from the links on this forum.

Check out the first post in this thread:

http://www.matrixgames.com/forums/tm.asp?m=4014874






willgamer -> RE: Version 1.02g bugs? (2/1/2016 7:30:25 PM)


quote:

ORIGINAL: wgfred

3. August 1 turn I attacked a Soviet unit in hex NE of Polotsk with 3 Inf units: one in the city, one North of city and one SE of city. I won the combat, Soviet unit retreated but none of my units can advance into the vacated hex. All of my units APs dropped to zero and units 'greyed' out like a Pz unit with no fuel. The only anomaly I could discern at the time was that the small number that appeared in the vacated hex was '205'. Normally the numbers are 2-digit varying from 5 to maybe 30 or so but never this large, if I recall correctly.

Really enjoying the game overall!


The '205' is the battlestack penalty. It's the new baseline for stacking should you decide to attack the same hex again on the same turn.
manual ref- p.122
[:)]




wgfred -> RE: Version 1.02g bugs? (2/2/2016 12:48:44 AM)

-> Philippe: Yeah, thanks, saw that too. Didn't list in the fixes what I found and I don't know if they are bugs or not since I didn't see any results from 1.02g play.





wgfred -> RE: Version 1.02g bugs? (2/2/2016 12:51:50 AM)


quote:

ORIGINAL: willgamer


quote:

ORIGINAL: wgfred

3. August 1 turn I attacked a Soviet unit in hex NE of Polotsk with 3 Inf units: one in the city, one North of city and one SE of city. I won the combat, Soviet unit retreated but none of my units can advance into the vacated hex. All of my units APs dropped to zero and units 'greyed' out like a Pz unit with no fuel. The only anomaly I could discern at the time was that the small number that appeared in the vacated hex was '205'. Normally the numbers are 2-digit varying from 5 to maybe 30 or so but never this large, if I recall correctly.

Really enjoying the game overall!


The '205' is the battlestack penalty. It's the new baseline for stacking should you decide to attack the same hex again on the same turn.
manual ref- p.122
[:)]



Ok, thanks, that explains the number. Why would I need to attack an empty hex when I just defeated an enemy unit that retreated and I'm unable to advance?





lancer -> RE: Version 1.02g bugs? (2/2/2016 2:27:52 AM)

Hi wgfred,

quote:


1. July 20 turn I moved a Pz Div next to Smolensk, south of river after 2 seprate attacks chasing a Soviet unit. Starting my next turn (July 24) I see the Soviets had surrounded it so I requested a status report. It listed that the unit had undergone field maintenance last turn. I thought that only applied if hadn't moved?


Field maintenance is keyed off expending AP for movement. Advancing into a square that was enemy controlled, after combat, is considered a free movement so it wouldn't trigger this. It isn't, as you've highlighted, all that logical like this so it might be better to add combat in their as well.

quote:

2. July 28 turn my German units near Odessa are nerfed for severe weather (-30AP). I know they weren't prepared for winter but does this also apply to scorching hot summer? Only impacted my units surrounding Odessa (still under Soviet control) to about 4 hexes out in all directions.


Yep, hot weather in July, back in '41, did have serious consequences. Dust in gearboxes, dehydration. The weather patterns within the game can, at time, be very localised.

quote:


3. August 1 turn I attacked a Soviet unit in hex NE of Polotsk with 3 Inf units: one in the city, one North of city and one SE of city. I won the combat, Soviet unit retreated but none of my units can advance into the vacated hex. All of my units APs dropped to zero and units 'greyed' out like a Pz unit with no fuel. The only anomaly I could discern at the time was that the small number that appeared in the vacated hex was '205'. Normally the numbers are 2-digit varying from 5 to maybe 30 or so but never this large, if I recall correctly.


The battlestack number of '205' is irrelevant from the point of view of the units engaging in the combat (it'll affect other units moving into the hex).

Battles last for a variable number of rounds and each round chews up AP. The most likely explanation is that your units expended all their AP's in combat and had none left in order to follow through. Given the high battlestack number it sounds like it was a big battle that went on for quite a while.

Cheers,
Cameron




willgamer -> RE: Version 1.02g bugs? (2/2/2016 2:30:54 AM)


quote:

ORIGINAL: wgfred


quote:

ORIGINAL: willgamer


quote:

ORIGINAL: wgfred

3. August 1 turn I attacked a Soviet unit in hex NE of Polotsk with 3 Inf units: one in the city, one North of city and one SE of city. I won the combat, Soviet unit retreated but none of my units can advance into the vacated hex. All of my units APs dropped to zero and units 'greyed' out like a Pz unit with no fuel. The only anomaly I could discern at the time was that the small number that appeared in the vacated hex was '205'. Normally the numbers are 2-digit varying from 5 to maybe 30 or so but never this large, if I recall correctly.

Really enjoying the game overall!


The '205' is the battlestack penalty. It's the new baseline for stacking should you decide to attack the same hex again on the same turn.
manual ref- p.122
[:)]




Ok, thanks, that explains the number. Why would I need to attack an empty hex when I just defeated an enemy unit that retreated and I'm unable to advance?


Well, you wouldn't of course. However, the number is generated regardless of whether the hex is vacated or not. So it's usefulness is when the enemy did not retreat.

I don't know if there is a bug or not with unable to advance. I have noticed that a unit can be grayed out with zero APs remaining and still be able to advance if it was one of the successful attackers. I suggest you may want to attempt to move each of the successful attackers into the hex. [:)]





wgfred -> RE: Version 1.02g bugs? (2/2/2016 4:39:33 PM)


Ok, I see, thanks for the responses!

1. My tank unit had both moved and attacked in previous turn, then next turn reported it had conducted field maint, that's what confused me.

2. Interesting weather effect. I had a grandfather in German Army around Odessa and knew it got hot there but I wasn't sure the game included that.

3. The '205' issue is vexing. I had 3 divisions attacking one so not much in play on the spot there. However the Soviets had a couple stacks of 3+ units each adjacent to the target hex so that may have beefed up the resulting number? I was unable to advance any of my units into the hex even though I won the battle and the Soviet division retreated. That's what got my attention since I hadn't seen that before in my version 1.01 play.






willgamer -> RE: Version 1.02g bugs? (2/2/2016 4:57:58 PM)

quote:

ORIGINAL: lancer

Battles last for a variable number of rounds and each round chews up AP. The most likely explanation is that your units expended all their AP's in combat and had none left in order to follow through.
Cheers,
Cameron


[X(]

This seems quite different to what you wrote in the manual p. 106 5.1.10 Free Movement-

"If you have won a battle, your units will be able to freely move into the hex in which you battled without spending any additional action points. This is because the AP to move in was already spent in battle."

[8|]




RandomAttack -> RE: Version 1.02g bugs? (2/2/2016 5:04:29 PM)

I've mostly been able to do that-- advance after a win even when reduced to 0 APs. But there have been a handful of times when I wasn't allowed to, and I've never totally understood why.




James Ward -> RE: Version 1.02g bugs? (2/2/2016 5:06:58 PM)

I have had the same thing. It is usually when the advance is across a river or the weather is mud.




Vic -> RE: Version 1.02g bugs? (2/2/2016 7:13:34 PM)

I would need to see a screenshot of the final combat result to properly judge this, but there can be rare instances where the enemy retreats at the same time as your troops break off the attack. That would result in the described situation.

Best wishes,
Vic




aguvenli -> RE: Version 1.02g bugs? (2/3/2016 12:34:52 AM)

quote:

ORIGINAL: Vic
... there can be rare instances where the enemy retreats at the same time as your troops break off the attack. ...


That sentence just doesn't sound right. How can such a thing be possible? If the attacking unit had had the AP for a free round of combat, they'd have free moved into the hex. That means they're closer to the destination hex than to the one they started from. If the enemy retreats on the last round of combat, the result should be that the attacker gets its free move into the hex that it attacked into, but maybe with 0 insta-fortification points instead of the default.

The current implementation is a case of a Pz. Div's pulling a Schrodinger's cat on us.




wgfred -> RE: Version 1.02g bugs? (2/5/2016 4:16:59 PM)

quote:

ORIGINAL: Vic

I would need to see a screenshot of the final combat result to properly judge this, but there can be rare instances where the enemy retreats at the same time as your troops break off the attack. That would result in the described situation.

Best wishes,
Vic


Here's the screenshot after with the actual result. I hadn't saved the game immediately before this attack so I've been going back to the previous save to try and get the setup correct while also duplicating the result. I think I have the correct setup now but matching this result has so far eluded me. The Soviet unit with strength of '58' is the retreating unit. The attacking units were the 2 stacked in Polotsk and 2 stacked adjacent, SE of Polotsk on rail line. The other units nearby had made separate attacks on the surrounded Inf unit to North and the tank unit to NE. Those 2 attacks had failed to cause a retreat.



[image]local://upfiles/46449/8C895BE97D1646D4ACB541C772E1D137.jpg[/image]




wgfred -> RE: Version 1.02g bugs? (2/11/2016 3:50:43 PM)

Ok, so now I've finished the game. My final game results review shows I had one 'Draw' result in my battles.
I suspect the draw result is this one with the 'unable to advance even though enemy retreated' result. Is that a valid assumption?

I had no other similar situation; either I was able to advance after victory or I didn't win the combat and enemy didn't retreat. Don't know if AI had a 'Draw' result but if it did I suspect that wouldn't show up on my stats list.

Has anyone else had a 'Draw' result in their battle stats at end of game? Should we expect the 'Draw' results to be always similar this one, i.e. creating a no-mans land?

No complaint, just asking if this is one of the many expected results from combat.







lancer -> RE: Version 1.02g bugs? (2/12/2016 8:34:19 AM)

Hi wgfred,

A draw occurs when both sides retreat from the battle at the same time. It's rare.

Cheers,
Cameron




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