1.04G4, testing thread, the BIG ONE (Full Version)

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Journier -> 1.04G4, testing thread, the BIG ONE (1/2/2020 12:49:10 AM)

BUGS CURRENT TO 1.04G4


Reported by Cohen
BUGs (Or perceived as such)

1- Finland does not get Lend Lease through rail - at all. (Which should not be limited by merchant shipping)
2- Lend Lease for Axis does not seem to get through to Iran or Iraq via sea. (If Italy controls the Mediterranean and the Suez Channel...)
3- Lend Lease seems to just go poof if the rail connection is suddenly interrupted, like, magically your shipment is suddenly lost. -- Points sent should be retained at least if they cannot be delivered.
----

Possible manpower upkeep number bug?





bugs fixed G1
Fixed night missions. Now will work within 6 hexes (fixed)
Fixed alt key added to disbanding air units (fixed)
Fixed intimidate in diplomacy
Fixed Sevastapol isolated supply problem by changing rail to road on the East side of the strait (fixed)
Fixed message on overland created trade when trade is more than total merchant marine thinking it was a convoy
Fixed and added morale city in Syria so Vichy Syria can happen properly
Fixed trade partner selector
Fixed loop undo by clearing the undo
Fixed mini-map scaling with UI scaling
Added A.I. defending its scripted ports with built AA
Fixed trade agreements now properly use each other's merchant marine
Fixed deployed submarines with proper unit supply levels

bugs fixed G2


1) HQ's still not resupplying aircraft over top them. fixed

4) IF an HQ resupplies another HQ , the second HQ loses the ability to resupply units around itself. - fixed


BUGS FIXED in Version G3 /w scenario update
5) fleet bug with splitting.

6) New quality of life improvement for trade screen, using shift key you can max out your trade with another nation

7) when resupplying with HQ the popup now correctly displays how many units and how many supply trucks were used.

8)subs deploying with not enough supply.

9) warsaw lodz deployment for axis issue.

Bugs fixed in G4 version


1) non ability to beach invade some nations around egypt.




Journier -> RE: 1.04G, testing thread, the last OG (1/2/2020 12:51:51 PM)

best test game yet. few little things so close.




AlvaroSousa -> RE: 1.04G, testing thread, the last OG (1/2/2020 4:03:05 PM)

I updated it. Fixed




PanzerMike -> RE: 1.04G, testing thread, the last OG (1/2/2020 5:55:03 PM)

This is not right:
[img]https://i.imgur.com/2vDujxt.png[/img]

It says the Allies are the attacker. The German subs are the attacker however.




AlvaroSousa -> RE: 1.04G, testing thread, the last OG (1/2/2020 6:41:45 PM)

Quit a hit on the escorts.

Thanks. I will get that fixed.




PanzerMike -> RE: 1.04G, testing thread, the last OG (1/2/2020 8:08:45 PM)

Jolly good show




Cad908 -> RE: 1.04G, testing thread, the last OG (1/3/2020 1:50:19 AM)

Do not recall seeing this before, but might have missed it and could? be working as designed.

Top Image: UK CV Glorious having engaged the Italian Fleet on the previous turn, uses 2 Operations Points and returns to Gibraltar.

Bottom Image: Already in Gibraltar are the UK CV Illustrious and a DD Group. AFTER the Glorious returns I can select either or both of the existing units but CANNOT spend any Operations points thus they are stuck in the port.

If a returning Group only spends a SINGLE Operation Point, then the existing units could move.

[image]local://upfiles/33038/EF46FCAAE1A0441AB0A016B932617323.jpg[/image]




Michael T -> RE: 1.04G, testing thread, the last OG (1/3/2020 3:13:45 AM)

There is a bug introduced with version G.

When a fleet leaves a port all the remaining ships only have one operation point remaining.

Example. Port has Fleet counter with 2 OP's. Some ships leave port. Remaining ships in Port only have 1 OP remaining.

How does this happen? Everytime a new beta comes out a new bug is introduced?




Journier -> RE: 1.04G, testing thread, the last OG (1/3/2020 4:16:21 AM)


quote:

ORIGINAL: Michael T

How does this happen? Everytime a new beta comes out a new bug is introduced?


this has actually been a bug for a while iirc, atliest i remember the fleet combining with operation point disparity's being an issue in last official patch.

good catch. thanks for testing.





Michael T -> RE: 1.04G, testing thread, the last OG (1/3/2020 4:31:28 AM)

No it's only just come in with G.

It was not in any previous patch. I would have noticed it.




PanzerMike -> RE: 1.04G2, testing thread, the last OG (1/3/2020 12:16:23 PM)


quote:

ORIGINAL: Journier

3) The initial sub you get for free as axis is still deploying with 3 supply instead of 5 in 1939 scenario


This is indeed still the case with the latest beta




Journier -> RE: 1.04G2, testing thread, the last OG (1/3/2020 12:25:50 PM)

quote:

ORIGINAL: PanzerMike


quote:

ORIGINAL: Journier

3) The initial sub you get for free as axis is still deploying with 3 supply instead of 5 in 1939 scenario


This is indeed still the case with the latest beta



are you sure you have g2? it should be fixed in the latest beta download that was put up yesterday i think. I thought i checked it and it popped in at 5 now.




Journier -> RE: 1.04G2, testing thread, the last OG (1/3/2020 12:34:37 PM)

Quality of life suggestion- can we get a notification when you interrupt supply to port. in the reports screen like when the enemy does as well.




PanzerMike -> RE: 1.04G2, testing thread, the last OG (1/3/2020 1:23:19 PM)


quote:

ORIGINAL: Journier

quote:

ORIGINAL: PanzerMike


quote:

ORIGINAL: Journier

3) The initial sub you get for free as axis is still deploying with 3 supply instead of 5 in 1939 scenario


This is indeed still the case with the latest beta



are you sure you have g2? it should be fixed in the latest beta download that was put up yesterday i think. I thought i checked it and it popped in at 5 now.


I am on G2 and it was at 3.




Journier -> RE: 1.04G2, testing thread, the last OG (1/3/2020 1:27:50 PM)

with latest updated scenario files? sorry to ask another question to you panzermike.




AlvaroSousa -> RE: 1.04G2, testing thread, the last OG (1/3/2020 1:53:57 PM)

I fixed it michael. It was a fix of a previous bug which I created another bug from it.

It's uploaded already.

Scenarios were updated yesterday also.




PanzerMike -> RE: 1.04G2, testing thread, the last OG (1/3/2020 2:24:10 PM)

Alvaro, please have a short look at:
https://www.matrixgames.com/forums/tm.asp?m=4744329

It is a suggestion and what I think is a bug.




AlvaroSousa -> RE: 1.04G2, testing thread, the last OG (1/3/2020 3:41:16 PM)

v4g3 is up fixing that naval bug from another bug.




Cad908 -> RE: 1.04G2, testing thread, the last OG (1/4/2020 7:05:38 PM)

This is 1.04G3. A GER SUB has foolishly ventured close to the Channel.

At left, I can sortie a UK CV and launch an airstrike.
However, as at right, a US Tactical Group nearby CANNOT launch an airstrike, nor can other UK Tactical or Strategic Groups in range which have Action Points remaining.

This seems to be recent, as I have struck SUBs with Air Groups before.

EDIT: Not a Bug. The land hex all the units are based on under HEAVY RAIN. The ocean hex is clear but I do not believe that matters here.

[image]local://upfiles/33038/5D354EF4C01D4C7E8BC1C5D00D0535B1.jpg[/image]




AlbertN -> RE: 1.04G2, testing thread, the last OG (1/4/2020 7:44:40 PM)

BUGs (Or perceived as such)

1- Finland does not get Lend Lease through rail - at all. (Which should not be limited by merchant shipping)
2- Lend Lease for Axis does not seem to get through to Iran or Iraq via sea. (If Italy controls the Mediterranean and the Suez Channel...)
3- Lend Lease seems to just go poof if the rail connection is suddenly interrupted, like, magically your shipment is suddenly lost. -- Points sent should be retained at least if they cannot be delivered.






AlvaroSousa -> RE: 1.04G2, testing thread, the last OG (1/5/2020 12:05:25 AM)

Thanks. I will look into it.




PanzerMike -> RE: 1.04G2, testing thread, the last OG (1/5/2020 5:19:17 PM)

I just invaded Crete with an Italian Inf Corps. This is the report:
[img]https://i.imgur.com/eSx0oK1.png[/img]
It seems part of the sentence of the report mentioning my invasion at 179,20 is missing.




PanzerMike -> RE: 1.04G2, testing thread, the last OG (1/5/2020 5:26:19 PM)

And what's more: the Allied air unit on Crete simply stays there even when I invade the hex. There is no overrun. I waited a turn to see if it would happen later, but it simply stayed put.

This is the save:
https://www.dropbox.com/s/66n8va27bu1gp85/Crete_inv_bug_4g3.sav?dl=0

This is all Beta 4g3.




AlbertN -> RE: 1.04G2, testing thread, the last OG (1/5/2020 7:20:58 PM)

Manpower Bug:

Now I've the certainness that there is a manpower problem unless what is shown is faulty.

Since some turns I noted down the remaining manpower at the end of the turn.

The number I should get at the start of the next turn supposedly is given by this basic formula:

Previous Turn Manpower + Manpower Production - Manpower Spent in Unkeep

The math is simply not returning.

Example. Previous turn I had 682 manpower with Germany.
Germany gain is 46 at the present.
Germany unkeep was 34 for this turn.

Current manpower is 660 ???

Unless I confused the formula, it should have been 694.

I have a suspect I am missing something though as -no power- is ever at 100% manpower. So probably there is some glitch (or intended bit) that subtracts an amount at the end of the whole math.
Like Bulgaria is persistently 98% of its manpower cap. It never, ever reaches 100% even if I do not produce anything in a many turns.

I believe this affect all sides of the war though and not just a single nation so it's not exactly game breaking - nonetheless I hope it's a bug in the formula, if players cannot even rely on the numbers given for production and there are obscure details there too it's worrysome (at least for me).




Journier -> RE: 1.04G2, testing thread, the last OG (1/5/2020 7:27:57 PM)

That manpower bug I think affects all sides. I never did the math but Soviets are like that as well when you run outta manpower it's more noticeable. Never did the math but something said it's off in my head.




Michael T -> RE: 1.04G2, testing thread, the last OG (1/5/2020 7:54:11 PM)

I noticed odd things with UK manpower as well. I will track it more closely.




Michael T -> RE: 1.04G2, testing thread, the last OG (1/5/2020 8:33:46 PM)

I did a test on UK manpower. It's bugged.

Starting manpower is 364.

UK upkeep next turn was 25 (confirmed correct).

Gain 18.

So 364-25+18 should equal 351.

But remaining manpower was 332.

So if I double the upkeep the formula works.

364-50+18=332

So it looks like upkeep is being doubled for some reason in the calculations.

@Alvaro, please fix.




AlbertN -> RE: 1.04G2, testing thread, the last OG (1/5/2020 8:38:38 PM)

That may explain why an amount of players felt that manpower is too low - myself included!
Probably this business was going on well before the Beta tbh - just math was rarely done or so in that department til someone begins to struggle with manpower.




AlvaroSousa -> RE: 1.04G2, testing thread, the last OG (1/5/2020 9:31:44 PM)


quote:

ORIGINAL: PanzerMike

And what's more: the Allied air unit on Crete simply stays there even when I invade the hex. There is no overrun. I waited a turn to see if it would happen later, but it simply stayed put.

This is the save:
https://www.dropbox.com/s/66n8va27bu1gp85/Crete_inv_bug_4g3.sav?dl=0

This is all Beta 4g3.


Shame you don't have the output log. Something odd happened here as the message should have say "italy invades UK at X, Y" but it seemed the owner of the unit was null. Which caused the cascading error that bled into the air unit not being overrun.

I will try and mimic this.




AlvaroSousa -> RE: 1.04G2, testing thread, the last OG (1/5/2020 9:43:21 PM)

There was a doubling cost in manpower. When repairing I did it twice by accident. Once during repairs, once at the end of the method for the total to display. Fixed. But now probably I have to adjust manpower levels again in the scenarios lol.




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