SP 6.1 bug . . . it lets me cheat! (somewhat long) (Full Version)

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mcbradley -> SP 6.1 bug . . . it lets me cheat! (somewhat long) (8/15/2001 3:41:00 AM)

Howdy folks, While playing SP 6.1 MC, I think I’ve noticed a bug that lets me cheat a bit. I haven’t seen this particular bug posted before, so I thought I’d bring it up. This may or may not be old news to Matrix, if it is, then let this just be a confirmation. I’m having too much fun to complain, so please don’t take it that way. Here’s the poop: For any given turn, I’ll go through the orders phase (either partly or all the way), move units around, fire at targets, move any survivors towards the retreat hex, etc. If I click on the “End the battle and Exit” button BEFORE I click on the “Quit the Orders Phase” and then resume the game latter, I’ve noticed that all of my units have their movement factors refreshed to full value (except those that have been immobilized). My shots are NOT refreshed, but my movement is. I can therefore get twice as much mobility out of my forces on any turn (or the entire battle!). At first I thought I was quitting and then resuming on the next turn, until I saw that my shots were still depleted. I haven’t noticed it anywhere but in the MegaCampaign so I was wondering if this might be a bug in the autosave routine. It’s not something I take advantage of on purpose, but it can get confusing if I have to take a couple days hiatus from the game and then come back to it. Has anyone noted this before? This can give the player a pretty potent advantage in a number of ways. I can charge in using up all movement value, fire some shots, then exit the game, resume, and use my “refreshed” movement values to pull back out of range or behind cover before the enemy can run his turn. Or, I can send my recon units out their full range, “refresh” my movement values, and send them even further ahead. Or, if in a situation where I am forced to retreat, I can fire all my available shots for effect or suppression (depleting my movement), “refresh” my movement and get the hell out of there. Kind of goes against my values of sportsmanship, but then sportsmanship can be found in the same general location in the dictionary as “sympathy” . . . O. Bradley




TheZel66 -> (8/15/2001 3:51:00 AM)

I've seen this as well. I thought something looked suspicious, but never confirmed it. It happens very consistently...




Supervisor -> (8/15/2001 4:18:00 AM)

This has been addressed, and a fix is in the works, it's what we refer too as the unlimited movement bug in the MegaCampaign. The only way to avoid the cheating is to use all turns allowed and then let the computer do it's thing, saving before or after the computer moves, just remember if you save before the compter moves, when you restart don't use the extra moves gained just end turn.




GeneralSam -> (8/15/2001 4:21:00 AM)

Hi Bradley You can't cheat this way playing by pbem with an human opponent.
Your Opponent will be able to see how often the player load and quite the game by hitting the key 1! sorry for my bad english Greetings
Sam




mcbradley -> (8/15/2001 4:29:00 AM)

Thanks for the replies, guys. At least now I know it’s not an isolated problem with just my system. I do ignore it when I’m thinking about it, but there are those times when I take up the fight again after a few days off and forget what’s going on. Eglin AFB . . . my home “town” O. Bradley




Kharan -> (8/15/2001 4:36:00 AM)

I just noticed another cheat bug: When you keep right-clicking on any of your units on the enemy's turn in TCP/IP, the screen jumps to where he is moving his current unit. Also, not sure if this is by design, but in deploy you can see enemy units if your unit's have LOS to them.




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