Svennemir -> Artillery "0" unit bug and proposed solution (2/23/2002 12:18:00 AM)
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Artillery 0 unit bug.
The following describes a rather serious bug regarding use of On-Board artillery "0" units. The bug has been around since Steel Panthers 1 (though things worked differently back then). It has been mail to Vebber and posted on the forums (except for the part describing how to use the exploit!):
Buy any platoon(s) of on-board artillery (mortars, howitzers, rockets etc.). [Rest of the description is CENSORED since I don't want cheaters all around!]
Now watch as the deadly rockets or whatever pound the intended hex with 0.1 turn delay - ANYWHERE on the map !
You don't need to use [CENSORED] in order to exploit the bug. At any time, with any delay, you can [CENSORED]. This is even difficult to avoid if you do NOT intend to use the exploit!
As can be easily seen, this bug is serious indeed and must be fixed. I do not know whether an engine fix is possible disabling the bug for good. But I have another suggestion that might help, though it will not totally eliminate the bug:
Include one infantry squad has "0" unit for every On-board artillery platoon. It will then work as spotter for the artillery units, while not being affected by the bug itself since it cannot bombard. Preferably the infantry unit could be a Scout Patrol (or a "crew" if need be), since they are cheap and do hold a few men so they are not so easily killed.
If they get killed one of the artillery units will be the new "0" unit and the problem will be there again. If the player changes the HQ to an artillery unit the fix can be avoided. But still, this solution is clearly(!) better than not doing anything.
Thanks, Svennemir.
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