BBfanboy -> RE: A list of core game bugs left in WITP:AE (12/9/2020 11:39:58 PM)
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ORIGINAL: GetAssista Felt the itch to have a summary of the few remaining core game bugs somewhere, in case an opportunity to fix those comes along in the future. Will also update the list when more info and tests are available. Fully tested by me as reproduceable in 1126b. No database, map, script, mod or program compatibility bugs here, only core gameplay ones. 1. All heavy industry is wiped out from the base if vacated base is auto-captured at the start of turn by row-boat party or enemy LCU presence. Other industries act as normal capture. 2. LCU moving in Strat movement mode jumps off RR track into the random neighboring hex at start of movement if the RR track path is cut this turn by enemy movement. 3. Ports which have a base level of (0) will not utilize Naval support, even if built up. https://www.matrixgames.com/forums/tm.asp?m=4820039 4. Setting NavSearch arcs makes patrols almost blind to enemy subs when in NavSearch mode. Other TFs are detected fine. Subs are detected fine when no arcs are set. 5. Random destruction on a captured base goes to extremes (either 100% trashed or 100% intact) with sufficiently large battles. It's not how RNG is supposed to work. 6. In AI game, if a player captures all main national bases for a nation (e.g. Chunking and Chengtu for Chinese), AI would keep spawning arriving national units in the shore base of this nation that has the largest airfield + port, as long as this sum is larger than 4. In stock 2 game against Allied AI I now have a POW camp for an entire Brit/Indian army in Chittagong, and another camp for an entire Chinese army in Foochow. Daily bombardments ahoi, let's see how much troop VPs it can harvest... Had an entire ANZAC army biding time on some remote atoll in some previous game. 7. When opposing LCUs arrive to a hex simultaneously, the hex will not display hexside control information (with "w" hotkey) until one of the sides vacates the hex. Hexside control seems to keep working as designed when subsequent entries into the hex are made even if side info is not displayed, at least with respect to movement restrictions. So it's a visual bug mostly, but annoying nonetheless. 8. BBs taking automatic reload from almost empty AKEs when returning to port with "Refuel on" will often trigger stack overflow which will overuse AKE action points, fully reload BBs, and show 60k+ supplies in affected AKEs the next turn. 60k+ overload disappears the turn after the next. 1. WAD. HI in the game is targeted to creating components of enemy weapons. Your side cannot use enemy weapons, therefore the HI is useless to you. And if you shut down a coal-fired blast furnace, the iron hardens and it is very hard to get the furnace working again without dismantling it. 2. Never had a unit jump into a neighbouring hex. In fact, in stock my Strat moving LCUs just stop where they are, still in Strat mode. An actual attack on the LCU can knock it out of Strat mode, but unless it retreats it stays in the same hex. 3. This is annoying, but the designers made the port level to include lighters and such to help transfer cargo ashore. This is the kind of work the NS is supposed to be helping with. Docked ships can use their cranes to unload to the dock where standard support can move the goods - no NS needed. So if the designers imagined the (0) SPS port to have no lighters or cargo nets or other means of assist, even as they were built to ports with docks later, I could see the rationale. I don't really agree with it, but I understand that argument. 4. Haven't seen that myself, but I don't use arcs all that often. 5. I haven't seen this as so extreme all the time. If the fight is fairly closely fought, the defenders seem to have time to use their demolitions before they lose control of the industry, but if the fight is a rout for the defenders, they flee before they can take time to set of the demolitions. And if the defenders lose after a moderate fight, they seem to destroy part of the industry but not all. It's a die roll, but I don't know if their are modifiers that take into account the severity of the battle - it just looks like it to me. 6. Agree about the spawning of reinforcements offshore or in isolated bases with no supply path. But in your example Chittagong troops can be gradually removed by Patrol Aircraft, subs or APDs using the "Pick up troops" option. Yeah, it's risky, but saving a cadre for later rebuild may be worth it. 7. When both sides cross a hexside on the same turn, no one owns the hexside so there is nothing to show on the "w" key press. Did I misunderstand about your situation description? 8. I have at least three bombardment TFs replenishing in port every turn (from about 20 bombardment TFs, at least six of which have BBs), and I have never seen the bug you mention. Is that a PBEM synch bug issue?.
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