Immobilized vehicles (Full Version)

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Jean-Luc -> Immobilized vehicles (5/19/2000 4:22:00 AM)

This may be an annoying bug. I play in a campaign and some of tanks (from my core forces) got stuck while crossing river. So they were immobilized for the remainder of the battle ; this is ok. Those vehicles appeared as undamaged on the rebuild panel offered after the end of the battle. But I have noticed that the movement points are still zeroed in the next scenario. Those vehicles are still immobilized ! What can I do ? Sincerely, Jean-Luc




Pack Rat -> (5/19/2000 4:33:00 AM)

I haven't gotten stuck in a campian yet so I don't know, but glad you brought it up. Did you hit the fix all button even though no damage points were showing? How are the stream crossings handled in W@W. Is there better chance of not getting stuck at say a sandy or rocky area than another hex type when crossing? ------------------ Hell On Wheels




Paul Vebber -> (5/19/2000 4:42:00 AM)

A bug to be squashed for sure! Thanks!




Jean-Luc -> (5/19/2000 1:57:00 PM)

quote:

Originally posted by Pack Rat: I haven't gotten stuck in a campian yet so I don't know, but glad you brought it up. Did you hit the fix all button even though no damage points were showing? How are the stream crossings handled in W@W. Is there better chance of not getting stuck at say a sandy or rocky area than another hex type when crossing?
I would like to add that the immobilization status of the stuck vehicles seems to depend on the mission type (Advance or assault= still stuck from the previous battle). I have tested the "Fix All", it seems to solve the problem. I did not want to use it because I would like to change some destroyed units instead of fixig them. But there is a work around: if you want to change destroyed/damaged units, you must do so before hitting the "Fix all" (for reducing costs). Anyway, I find it a bug not to show at least some minimal damage (say 1 point) for an immobilized vehicle, this way it would draw the attention on the fact that some repair must be done on the vehicle. I would like to congratulate the team for the job on SPWAW. I was a fan of SP3 and his command & control system, but preferred the SP1 scale. SPWAW draw the best features of the two, plus many more. Really nice !




Recon_slith -> (5/19/2000 3:46:00 PM)

Would be nice if immobilised vehicles had a small chance per turn of fixing themselves, but not if under fire. "Screw you sir, I aint gettin out there." ------------------ Wait for Death. There's a choice? Recon




Dice4Eyes -> (5/19/2000 7:49:00 PM)

quote:

Originally posted by Recon: Would be nice if immobilised vehicles had a small chance per turn of fixing themselves, but not if under fire. "Screw you sir, I aint gettin out there."
Well iīm no tanker but from what i have read the most common form of immobilition is that you have thrown a track, and even under perfect conditions thats a job that will take you if not several hourīs, then at least one. And thats not counting that you will probably need towing help to get out of what ever hellhole threw your track in the first place. Mvh Daniel E.




Charles22 -> (5/19/2000 9:29:00 PM)

On a related note, while playing WAW, in the curent battle, my B1 PZ35T would not move. It was turned to 'advance', it had full movement power, had sufficient command control orders, was linked to B0, was moving into a clear hex, but one key thing was noticeable, the "moves" field was completely gone. I looked at the vehicle and it recorded no damage, though I believe it did have the current hex receive one bombardment earlier in the battle. I thought perhaps the missing "moves" field was in indication of a blown track, or immobilization in any case, perhaps something outside what fits into the "damage" category. However, next turn, not changing a thing, the unit got the "moves" field back. BTW, the unit wasn't even spotted, had no suppression, and had moved earlier in the game. Is this a provision for blown tracks getting fixed, which would mean that definitely immobile units were engine/transmission problems, and not blown tracks? A bug? Seems I've had this happen before, but at those earlier times, with different tanks, I wasn't so careful as I was with this one, to make sure there was nothing to obstruct it. [This message has been edited by Charles22 (edited 05-19-2000).]




Paul Vebber -> (5/19/2000 11:52:00 PM)

IF it happens again send me a save of the turn and turn before if possible... There is no "fixing" of immobilization so what you describe sounds strange - did you have C2 off or on?




Charles22 -> (5/20/2000 12:23:00 AM)

Paul: Alright, if I can figure out how to do that. Would I send it as an attachment to you? If by C2, you mean Commmand Control, yes, it was on, but it had orders enqueue, and as I said, there was no change the next turn, only, the "moves" field on the unit description panel reappeared and then the tank was able to move again. Normally, if a unit has lost all it's moves, I know, I compared that as well, it will say something along the following lines: Moves (0). But, what I'm describing even removed the word "moves", it was just a blank area instead, completely.




Larry Holt -> (5/20/2000 2:11:00 AM)

quote:

Originally posted by Dice4Eyes: Well iīm no tanker but from what i have read the most common form of immobilition is that you have thrown a track, and even under perfect conditions thats a job that will take you if not several hourīs, then at least one. And thats not counting that you will probably need towing help to get out of what ever hellhole threw your track in the first place. Mvh Daniel E.
I've done this, its called short tracking. If your front idler is gone, you just shorten the track to run over the next one back. It does take too long for this length of game. However, a vehicle of any given size generally can recover/tow another of about the same size. It takes only a minute to connect tow cables and be moving. If this kind of thing was implemented, I could pull out vehicles stuck in mud or drag an immobile vehicle out of harms way. This kind of thing is done in the FEBA, not just in the rear area. Perhaps the load passengers feature could be modified to allow one vehicle to load (tow) another. ------------------ An old soldier but not yet a faded one.




Sabot Scott -> (5/20/2000 2:31:00 AM)

quote:

Originally posted by Jean-Luc: This may be an annoying bug. I play in a campaign and some of tanks (from my core forces) got stuck while crossing river. So they were immobilized for the remainder of the battle ; this is ok. Those vehicles appeared as undamaged on the rebuild panel offered after the end of the battle. But I have noticed that the movement points are still zeroed in the next scenario. Those vehicles are still immobilized ! What can I do ? Sincerely, Jean-Luc
Rebuild menu! You got a rebuild menu?! I've tried to play a computer generated campaign multiple times with both "light" version and cd version with the same results; damaged units stay damaged, no rebuild menu, and no way to upgrade units. What can I do? Thank you. Scott




Dice4Eyes -> (5/20/2000 2:34:00 AM)

Thank you for that little bit of first hand tank knowlegde. And the infantry say tankers have it easy, but my guess is that those tracks weight quite a bit. And they are very close to the mud to, must be a dirty thanksless job. Q. FEBA Mvh Daniel E. [This message has been edited by Dice4Eyes (edited 05-19-2000).]




Larry Holt -> (5/20/2000 2:59:00 AM)

quote:

Originally posted by Dice4Eyes: [snip] Q. FEBA Mvh Daniel E. [This message has been edited by Dice4Eyes (edited 05-19-2000).]
Forward Edge of Battle Area, sorry. ------------------ An old soldier but not yet a faded one.




Paul Vebber -> (5/20/2000 3:10:00 AM)

Charles: The disk icon lets you save teh game, if you go to the SAVE folder you will find files labels "savxxx.cmt and .dat" put those files in a zip file and email it to my paulv@matrixgames.com address. I will look into it, it sounds strange... Towing is an interesting idea for things stuck in mud or streams...




Pack Rat -> (5/20/2000 3:13:00 AM)

I too had a tank with no movement out of the clear blue, the others in the group could move but not the one. Next turn all was ok. Go figure. I've thought about what part a tank recovery unit might play in the game. No conclusions though. Those vehicles are monsters. I liked to hook up the 5/4 to the tread for changing a shoe, saved wear and tear on the backs. ------------------ Hell On Wheels




Charles22 -> (5/20/2000 3:38:00 AM)

Can anyone tell me what the idea is behind having gun crews as support possibilities? I mean, the only role I could see would be to try to back up another crew that may had got routed badly, which of course would mean that more than one crew could man the same gun. Also, could one of these crews man an abandoned tank? Also (y'all got me started), let's say a flak crew has 11 men, a I have a four man gun crew in reserve. Would the gun crew be able to join the original gun crew in addition (combining them as to increase the crew size beyond capacity). Or if say the original crew were manning the gun and lost four men, would I then be able to merge both crews?




Paul Vebber -> (5/20/2000 3:56:00 AM)

No - this is a quirk. They should be ignored. Only the original crew can recrew a weapon or a tank.




Pack Rat -> (5/20/2000 9:59:00 AM)

Charles22, there is no way that I'm aware of that you can merge crews ( The sp3 merge isn't still in the game is it?). The assign new HQ button will just change the unit with a differant letter/number combo. We went into some detail on how not to get extra crew and if you did what to do with them in another thread. ------------------ Hell On Wheels




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